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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1245726 times)

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
« Reply #3630 on: November 12, 2010, 04:40:11 pm »

Ahem, anything more to share but the rotting genitalia?

I've noticed that the ring tile has changed, and now rings look like baobabs. Hehe, I will fix it in 3.17c.

Quote
I thought a "Slabadachiris" was a horrible demon of some sort.
It was my first idea too.
The tile has changed because Toady made it to support the upcoming adv mode tools!
Deon, seriously, RTFC xD
I've seriously noticed it after I've read the manual. GTFO xD

Well adventure reactions now make armor that's vanilla human sized apparently so what race would be the closest to that? Because my current keeper adventurer created a small wolf bone helm.
Great to know... Only orcs now are of the vanilla human size. I will make all entity creatures of the same size until it's further developed then. And  I will add blacksmithing. I'll upload 3.17c soon.
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dennislp3

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
« Reply #3631 on: November 12, 2010, 04:55:02 pm »

Is there any documentation on castes of demons and Illithid....Im not the best at flipping through raws and I just want to know some of the differences....mainly with the illithids so I know how the different castes would affect adventuring
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
« Reply #3632 on: November 12, 2010, 04:59:46 pm »

What graphics pack is in the graphics version?

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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
« Reply #3633 on: November 12, 2010, 05:26:52 pm »

It's Ironhand as always. Also damn it, the new adventure mode is fun, I was going to test armorcrafting but ended with killing a few beholders in their lairs, and then leading an army of orcs against an orcish bandit camp... Damn. I have to restart my adventurer now, because the one I started for a test now misses a head.

dennislp3: I didn't write anything about that, I will try to word it quickly and write something later.

Illithid archmasters/voidmasters are bigger and have forcefields which work like armor. You should be afraid of Giths, they are HUGE partially inorganic machines of death.

Demons are easy to understand if you've ever played Dungeon Keeper. Warlocks throw fireballs, bile demons are bigger and spread odor which causes vomiting; goblins, trollkin, mistresses, dark elves and barghests are nothing special; vampiress has much less bloody tissues so is harder to be killed through a bloodloss.

Wait less than an hour, I will upload 3.17c.
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
« Reply #3634 on: November 12, 2010, 05:31:09 pm »

If i copy over the mayday graphics pack from my current DF it should work the same yeah?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
« Reply #3635 on: November 12, 2010, 05:31:50 pm »

I think some tiles were changed, but you can try. I will make a Mayday version later for sure.
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Miko19

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
« Reply #3636 on: November 12, 2010, 05:43:42 pm »

So, Deon, since your favorite child, Genesis, is so spoiled now, why won't you take some time with your so very neglected creation, Wasteland?
 ;)
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
« Reply #3637 on: November 12, 2010, 05:49:17 pm »

Because I didn't patch Genesis yet, and it's 2 AM already. I will release 3.17c now, sleep a bit and start to work on Wasteland. There's so many stuff to do there, heh.
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Miko19

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17b ϟ] - a quick banditry fix
« Reply #3638 on: November 12, 2010, 05:50:11 pm »

Because I didn't patch Genesis yet, and it's 2 AM already. I will release 3.17c now, sleep a bit and start to work on Wasteland. There's so many stuff to do there, heh.
Yup, going from 31.12 into 31.17 can be a little bit of a....step forward :P
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3639 on: November 12, 2010, 05:53:30 pm »

3.17c
- 3.17c All races are now of the same size, they can now use adventure-mode crafted clothing. Genitals are external again. Bite if you wish.
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Miko19

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3640 on: November 12, 2010, 05:55:50 pm »

3.17c
- 3.17c All races are now of the same size, they can now use adventure-mode crafted clothing. Genitals are external again. Bite if you wish.
Yee-haw, pardner!
The only thing I need to make my life complete is to bite a super mutant in the face with a xenomorph tongue.
You get my drift?
 :D
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dennislp3

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3641 on: November 12, 2010, 06:01:19 pm »

3.17c
- 3.17c All races are now of the same size, they can now use adventure-mode crafted clothing. Genitals are external again. Bite if you wish.

how much will everyone being the same size affect combat?
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3642 on: November 12, 2010, 06:04:32 pm »

Yeah maybe make a avd mode version and a fortress version because making everyone the same size sounds like problems. I cant seem to gen a world--large region 45 civs and every time a gen a world it crashes at 220.

Also the mayday version for some odd reason only had 1 cave level so that explained my shitty cavern, rocking 5 layers 1 layer apart with only 3 layers on top of the first one so should make for some interesting caves and stalactite citys.
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dennislp3

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3643 on: November 12, 2010, 06:27:28 pm »

yeah im getting tons of crashes at worldgen....
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3644 on: November 12, 2010, 07:01:42 pm »

3.17c
- 3.17c All races are now of the same size, they can now use adventure-mode crafted clothing. Genitals are external again. Bite if you wish.
how much will everyone being the same size affect combat?
A bit, but not so much. In vanilla a difference between a dwarf and a human is a difference between 60'000 and 70'000. At the same time a difference between a cow and a human is a difference between 200'000 and 70'000.

So dwarves became a bit more badass in comparison to humans (actually they just reached their size). Everything else (i.e. elephants at 5'000'000) won't feel the difference.

yeah im getting tons of crashes at worldgen....
As I said, probably it will be fixed in the new df version, but for now you have to endure it once when you make the world.

I was able to generate a 500 years old world and play with it.
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