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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1249088 times)

Eagle_eye

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3690 on: November 13, 2010, 12:40:55 pm »

I was a steel dwarf, though I don't see how that could affect temperature damage...
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3691 on: November 13, 2010, 12:43:33 pm »

This is probably a bug (or rather an undeveloped feature) which applies the temperature resistance from a caste to the whole creature (so you were protected from magma by obsidian caste and from cold by ice caste). I think the heatdam/colddam tokens are applied to the whole creature even when they are defined within a caste.
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3692 on: November 13, 2010, 03:25:37 pm »

Could we get a 17c without the size changes? i dont want everyone being the same size in fortress as half the fun is fighting off the bigger sieges with huge monsters. Also i noticed a ton of new changes in 17 like the option to forbid pest corpses when you say gather refuse outside and a new skill called military tactics.
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Ladde

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3693 on: November 13, 2010, 03:29:49 pm »

I am kinda new to Adventure mode, but I hear all these amaizing things about now that .17 is out. So I thought I'd try it.
I am confused already, much has changed. Is there anywhere I can read about the skills? and what the Attributes does? The wikia doesn't seem to have them. And is there like a guide to someone that isn't that much in to the Adventure mode?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3694 on: November 13, 2010, 03:57:06 pm »

Could we get a 17c without the size changes? i dont want everyone being the same size in fortress as half the fun is fighting off the bigger sieges with huge monsters. Also i noticed a ton of new changes in 17 like the option to forbid pest corpses when you say gather refuse outside and a new skill called military tactics.
The military tactics was there, probably not enabled.
What do you mean "with huge monsters"? I altered only those creatures which were 60k and 80k (all are 70k now) so you won't notice a difference.

I am kinda new to Adventure mode, but I hear all these amaizing things about now that .17 is out. So I thought I'd try it.
I am confused already, much has changed. Is there anywhere I can read about the skills? and what the Attributes does? The wikia doesn't seem to have them. And is there like a guide to someone that isn't that much in to the Adventure mode?
http://df.magmawiki.com/index.php/Attributes
http://df.magmawiki.com/index.php/Skills

I must say that Agility is one of the most important though, because it allows you to outrun enemies or kite them (attack and move back without allowing them to attack you).
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Ladde

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3695 on: November 13, 2010, 04:02:10 pm »

Thank you!

Edit: At the skills, there are some skills that isn't there. Like "Cavalier", "Wichhunter" etc. Do we know what these are for? :)
« Last Edit: November 13, 2010, 04:03:47 pm by Ladde »
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3696 on: November 13, 2010, 04:07:07 pm »

Ah, they are just flavorful names for other races of the same skills/professions. Cavalier (which I plan to change to Knight) is a swordsman for keepers (and it's windsword for orcs) and witchhunter is a crossbowman.
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3697 on: November 13, 2010, 04:26:02 pm »

Would the size changes affect my dwarves picking up enemys armor and wearing it? and how much does it affect combat?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3698 on: November 13, 2010, 04:56:05 pm »

The formula has changed, but because the difference between 60k and 70k is exactly 2 cats you see that it's not a lot.

But yeah, your dwarves can now pick goblinite, so if you don't want it, go into creature_genesis.txt and change [BODY_SIZE:12:70000] to [BODY:SIZE:12:60000] on dwarves (it's the line #164).
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3699 on: November 13, 2010, 05:24:59 pm »

Okay, 3.17d is on the way. Ezrakim elven tiles were swapped for the hammerman and the maceman, and GODDAMNIT there're ghosts now! I need to make a tile for them too.

It won't break saves, only a graphical stuff (and better daggers to slit throats through cloaks).
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Ladde

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3700 on: November 13, 2010, 06:02:06 pm »

How can I know if my Dane Iron axe is better than a Cobalt steel axe? :>
Same goes for all the leather/Flax/silk etc. And I've never really cared about it in Fortress mode, but what exactly does the "quality" symbols mean? Is + better than 'O' for example.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3701 on: November 13, 2010, 06:08:32 pm »

Don't mix quality with ornaments. There's no such thing than "o".

Quality goes: - + ≡ ✡

Quality multiplies weapon/armor stats a lot, so in case of metals in most cases quality weapons are better than non-quality of better materials.

Also a dane axe is almost a halberd, so it's usually better than other axes.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17c ϟ] - wearable clothing
« Reply #3702 on: November 13, 2010, 06:09:05 pm »

Also something happened to dffd.wimbli.com so I cannot upload 3.17d now :(.
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Deon

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3.17d

- 3.17d Better penetration for weapons. Swapped ezrakim maceman<->hammerman tile (fix). Added ghosts, zombies and skeletons for races to the tileset. Fixed issues with soldier bodies looking like walls.

For the ASCII version: only better weapons.
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Deon

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Okay, I've missed the fact that there's a new set of tokens which allows us to make specific creatures to learn specific skills faster.

If it works on a caste level, then the castes become even more awesome (and I will probably add another caste for the awesome medical skills only).
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