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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241957 times)

rainekage

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This is a bit more of a general DF question, but is directly related to my quest to finally get some freaking Dusk Elves in my worldgen.  Is there a way to figure out what races are present in a world before hitting accept (allowing an abort, in other words)?  It would save a ton of time to not have to save the world, go to play, then check out the embark screen, just to know that, "Oh, there are only ezrakim elves, nords, and demons in this world" <-- Literally - no real dwarves, just those three - even illithids gotten taken out at some point.

Oh well, back to the gen.  This one has a half the map filled with "Good" tiles, somehow...

Edit:  Sooooo...This world, amazingly, has EVERY race present (I guess it helped I put starting civ number up to 80!).  Well.  Almost.

No Dusk Elves.

Dammit.  Snakemen are almost always one of the first out in my worldgens (Demolished by Illithids is my usual guess) - but the fact that not a single world in dozens has had a dusk elf in it?  That's getting really weird.
« Last Edit: September 12, 2010, 09:13:44 am by rainekage »
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Z1000000m

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You can check legends mode for civs.

And yeah, dusk elves die mad fast.
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TomiTapio

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No Dusk Elves.

Try increasing their [MAX_STARTING_CIV_NUMBER:2] in the entities file, try 30 starting groups...
I guess Deon wants them to be quite rare.
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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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Dandelion symbol should be a flower, same as for the Sunflower. Are you sure that you use the correct tileset?
Ooo-kay, I'll copy most of the new tiles into my installation (which has . , ' ä ö and old font). Thanks mate.

(Some adventuring, steel dwarf hero cuts elephant in half with short sword.)

Edit: I made GOODWOOD_TEMPLATE, for oak and mahogany and all those elite dense good-furniture trees. It makes superior bolts and trap spikes compared to cheap wood.
Then you probably have an old sapling tile as well because after further inspection I've decided that it blends nicely.

Quote
my old ironhandmix(ground's ok, but notice inverted tree colors, lol, too tired to edit this now..i wonder why they are inverted, btw..):
I forgot to answer that. You have the old version where there're "high contrast saplings" tiles and also trees have comas as a primary color and trunks as a secondary color. In that setup the trees lost their trunks instead of their leaves in winter, lol :D. So I had to invert it, and now they lose comas and remain with their trunks intact when the autumn comes.

P.S. "Coma" means the whole array of leaves of a tree, I was quite surprised when I've noticed that. I thought it means an "unconscious state" only.
« Last Edit: September 12, 2010, 09:34:48 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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TomiTapio

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Then you probably have an old sapling tile as well because after further inspection I've decided that it blends nicely.
P.S. "Coma" means the whole array of leaves of a tree, I was quite surprised when I've noticed that. I thought it means an "unconscious state" only.

The dictionaries I checked it's the fluff around a comet, or around a seed. I find it best not to use rare words in international forums.
http://www.onelook.com/?w=coma&ls=b


Embarking... try to purchase tough-leather (called Hide is my worlds) at embark. Maybe should bring ilmenite and bauxite along.

Deon, I have a minor problem, leather list on embark has "frozen cave floater juice."
Spoiler (click to show/hide)
« Last Edit: September 12, 2010, 11:00:11 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

Deon

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That's totally weird since the creature was not modded in any way. The only problem may be somewhere in materials... Can you show me a save of it?

Judging by its looks, everything should be fine. Are you sure you have no errorlog.txt?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Here's a long-promised edited list of current growable plants.

Legend:


Spoiler: underground (click to show/hide)

Spoiler: aboveground (click to show/hide)

I am putting them on Wiki as we speak.
« Last Edit: September 12, 2010, 11:21:46 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Here's a long-promised edited list of current growable plants.
Very nice! Does any of them obey the "process plants (bag)" like Tea Leaves? And what happens when one process-bags them, does the value go up or is it still cabbage.
Any special symbol to indicate process-to-vial?

ps. cabbage in a barrel is called... pickled cabbage or cabbage chutney. [pickle cabbage: About 4,820,000 results]
« Last Edit: September 12, 2010, 11:52:34 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

Deon

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I didn't want to add another column for just a few plants with leaves. Right now leaves are value 5 and can be eaten raw or cooked, so it's pretty profitable.

And yeah, some extracts (like vampire ward) which are supposed to be in an alchemy once I can make it working are going into vials rather than barrels, so I should probably indicate that too.

P.S. I've just noticed that we're not far from 3.14! Yay for the "pi" release! :D
« Last Edit: September 12, 2010, 11:54:18 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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P.S. I've just noticed that we're not far from 3.14! Yay for the "pi" release! :D
With a "study mathematics" workshop in the shape of pi, and it trains managering and alchemy :´)
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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

Prepaid Lenin

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I just took to playing this mod again, yay red steel!

But sun gold is giving me troubles, it looks like in the raws that all I need is some gold and some steel and I smelt the two together. But in practice it's not giving me the option. Am I just overlooking something obvious?
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Deon

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Yeah, the reaction is currently not avaliable to dwarves because I want it to be an "ezrakim elven" metal and avaliable only through trading (alchemy later).

If you want it right now, just add a PERMITTED_REACTION to the dwarven entity.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Flaede

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Here's a long-promised edited list of current growable plants.
Very nice! Does any of them obey the "process plants (bag)" like Tea Leaves? And what happens when one process-bags them, does the value go up or is it still cabbage.
Any special symbol to indicate process-to-vial?

ps. cabbage in a barrel is called... pickled cabbage or cabbage chutney. [pickle cabbage: About 4,820,000 results]

Is it not how one makes sauerkraut?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Pan

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Hey Deon, with the coming-soon alchemy, would it be possible to make poisons and such available? Or is it something completely unrelated with that?
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Setharnas

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No Dusk Elves.

Poetic. "The Dusk Elves, who were named thus as their civilization was at the dusk of its time. Right from the dawn of time itself."


Spoiler: underground (click to show/hide)

(Sweet Pod ->) Dwarven Rum is missing its value? Also, personally I think underground plantlife should grow all year long, but I guess that's ok for game challenge / diversity.
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(Appreciatingly stolen from thijser)
I'm not a native English speaker. Feel free to point out grammar/spelling mistakes. This way I can learn better English.
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