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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1228693 times)

worthy1

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Deon = my hero!
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Deon

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worthy1 = worthy!

Eh... Longcat is long? :)

Thanks for encouraging comments.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

negorath

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Awesome :) you made ores more distinguishable from the stones, it was one of the reasons why I preferred Phoebus over Ironhand.
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Deon

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Yeah, it bugged me a lot in the latest versions that I had to look at tiles to see if it's a stone or an ore, so I've decided to fix it.
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McBeer

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Quote
3.13 is updated
...so is there any method for using saves from your previous set?
As it is hazy matter usually, i decided to ask about current 3.13...

upd: on the other hand i may skip that version seeing interesting issues in 31.13 release topic..it's not especially encouraging(and there's no truetype/tiles division here, still;/)..

nvmd..i'll stick to 31.12.
« Last Edit: September 15, 2010, 03:32:43 pm by McBeer »
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fun is for rich men, i assume.
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TomiTapio

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It's not "fixed", I was tired how you cold insta-kill pretty everything and added some frost wyrms, lost adventurers, mummies and gelatinous cubes for extra challenge. You can still easily kill them if you know what you do, but some losses are expected.
You mean... lost adventurers and mummies are more dangerous than any vanilla megabeast except Colossus??
Please boost the dragons and giants and cyclops. Maybe even NOBLEED on dragons.
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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

negorath

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Did you remove the reaction for Cobalt? I can't seem to smelt it any more :|
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Deon

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It's not "fixed", I was tired how you cold insta-kill pretty everything and added some frost wyrms, lost adventurers, mummies and gelatinous cubes for extra challenge. You can still easily kill them if you know what you do, but some losses are expected.
You mean... lost adventurers and mummies are more dangerous than any vanilla megabeast except Colossus??
Please boost the dragons and giants and cyclops. Maybe even NOBLEED on dragons.
NOBLEED is not working, and any ridiculous creature can be one-hit killed in DF unless it is made out of slade or adamantine.

Did you remove the reaction for Cobalt? I can't seem to smelt it any more :|
Huh, cobaltite is an ore, you should smelt it without any reaction.

P.S> AHCRAP! Sorry. I took the new mineral file from 0.31.13 and forgot to put cobaltite back! Thanks.

To fix it quickly without re-downaloading (I will put an updated ver. soon) just open inorganic_stone_mineral.txt and find [INORGANIC:COBALTITE] and add [METAL_ORE:COBALT:100] under it.

To fix it in the save, you should also update inorganic_stone_mineral.txt in /data/save/region*/raw/objects/.
« Last Edit: September 15, 2010, 03:00:35 pm by Deon »
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TomiTapio

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Someone reported that there's a skill "Military Tactics" and migrants can come with it now.

NOBLEED is not working, and any ridiculous creature can be one-hit killed in DF unless it is made out of slade or adamantine.
Okay, but a speed:400 dragon kills more dwarves than a speed:900 dragon. A dragon should be dangerous like two squads of goblins.
« Last Edit: September 15, 2010, 03:13:26 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

Ladde

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Is there a Genesis based on 31.12? Since there are no DwarfTherapist for 31.13 yet.
Cheers!
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Deon

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Check the first post. There're downloads for 31.12 and 31.13 there (3.12b and 3.13 respectively).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Ladde

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Check the first post. There're downloads for 31.12 and 31.13 there (3.12b and 3.13 respectively).
Aha! I thought it was just Genesis verisons. Been away for some weeks.
Cheers!
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Deon

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Content-wise, they are the same. I just tweaked the 3.13 a bit to replace some cities with dark towers (since there're no real cities in 0.31.13) and forgot to add [METAL_ORE:COBALT:100] to cobaltite in both versions :P.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Upgrading to DF .31.13!!
FPS report from Genesis mod v3.12.
Only copied main executable, DLLs and "data/index" into existing installation.

Fort A: 67-69 fps improves to 77-78 fps.
Fort B: 45-48 fps improves to 54-57.
Fort C: 70-72 fps improves to 76-83.

Edit: Deon, remember that heavy paralysis is suffocation death.
« Last Edit: September 15, 2010, 05:26:19 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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Okay, I am reworking mummies and lost adventurers. I reduce the damage of their poison but make it a stong paralysis weapon. So they can disable many of the dwarves, but you do not get "timed bomb" effect after the fight.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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