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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241873 times)

Argonnek

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4170 on: December 11, 2010, 06:52:31 pm »

I have a question about the scriptorium, specifically the platinum books they have a small chance of producing. What do they do? I got the weaponsmithing book "the Ultimate Weapon," but looking through the raws for the library revealed no reaction for using it. Are they useful? A half-implemented feature? Just for Show?

Exlo

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4171 on: December 11, 2010, 08:12:30 pm »

Great mod, Deon. Unfortunately, the autosave feature does not work, for me at least. And, that is why I'm here. If everyone else is autosaving fine, then there must be a problem on my end. I turned it on in the init, and it seems to save whilst I play, but the files aren't showing up when I choose to continue my fort. Are they just being saved somewhere else? I'd appreciate any help on this. :D
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Clearly, this represents six side-by-side wheelbarrows, as indicated by the right half of the icon.  The left half indicates they are carrying babies with hats in these wheelbarrows.

Presumably, they are lining up to dump them into the baby furnaces.

EvilJawa

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4172 on: December 11, 2010, 08:35:27 pm »

does anyone know where i can find a phoebus graphics set for this mod? im too used to that tileset, love the creature graphics though, cept for the kobolds =P

i tried pasting the phoebus into the deon folder with poor results, im just trying to get the tileset to work and leave the creatures the way they are, any help would be appreciated thanks =)
« Last Edit: December 11, 2010, 08:42:52 pm by EvilJawa »
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4173 on: December 12, 2010, 01:46:57 am »

Platinum tomes, they're just for show AFAIK.

Great mod, Deon. Unfortunately, the autosave feature does not work, for me at least. And, that is why I'm here. If everyone else is autosaving fine, then there must be a problem on my end. I turned it on in the init, and it seems to save whilst I play, but the files aren't showing up when I choose to continue my fort. Are they just being saved somewhere else? I'd appreciate any help on this. :D
It doesn't show up because it goes into the "data/save/region1" (or whatever number you're on) folder, overwriting the previous save there.
I recommend [AUTOSAVE:SEASONAL]  [AUTOBACKUP:YES] in the data/init/d_init.txt. That way each autosave also makes a season-named backup folder. Remember to delete too-old autosaves, they take up lots of space and spam your harddisk with thousands of tiny files.


Phoebus tileset, I'm afraid Deon doesn't have the time these days to add that variant. (Deon last posted three weeks ago,  on 17.11. (11/17) so he's really busy)
For changing the tileset file, you need to replace the init.txt's [GRAPHICS_FONT:ironhand_text.png]  [GRAPHICS_FULLFONT:ironhand_text.png]  with the name of the Phoebus image file.


Plant graphics, chili is tile 161 and the rest of the don't use '(' anymore. (Graphical 3.18)
Yeah the ASCII version doesn't get as much love as the graphics one, since Deon is good at drawing the tile graphics! Maybe a few weeks later I'll update the ascii version too. (Can not mass copy over since every creature has a letter instead of "tile 255, pile of bones".)
It'll be smarter to first do more polish on the graphics version (and hopefully get my tunings approved by Deon) and then copy the changes over, than to copy changes over many times.


I'm considering war warthogs. So i google "warthog dangerous".
See animal wrestling skills: http://www.edutube.org/video/lion-vs-warthog
« Last Edit: December 12, 2010, 02:44:12 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

NaziBad

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4174 on: December 12, 2010, 02:28:30 am »

How do I cure drowsiness in adventure mode? No amount of sleeping has helped.
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"Better is one's own law of works, swadharma, though in itself faulty than an alien law well wrought out; death in one's own law of being is better, perilous is it to follow an alien law." - Bhagavad Gita

Axecleaver

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4175 on: December 12, 2010, 03:40:17 am »

I'm considering war warthogs. So i google "warthog dangerous".
See animal wrestling skills: http://www.edutube.org/video/lion-vs-warthog

Well, I do hear that pigs are supposed to be intelligent and make excellent pets. However...

Why are some animals capable of being domesticated as pets while most others are not?
Quote
Although similar to domesticated pigs in many ways, American peccaries and Africa's warthogs and bushpigs are also dangerous in captivity.

Also, I doubt they would get big enough for an adult dwarf to ride on - unless it's a giant variety.


TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4176 on: December 12, 2010, 07:08:18 am »

Well, I do hear that pigs are supposed to be intelligent and make excellent pets. However...
Why are some animals capable of being domesticated as pets while most others are not?

The dwarven Dungeon Master serves the purpose of taming exotic animals, like the cave beasts and magical fairy/golem things. (but due to bugs, PET_EXOTIC (DM required to tame) doesn't work these days so you gotta choose just PET or not.)
Also, we got magical altars on which to sacrifice stuff to the spirits, so I would say the magic, gods and spirits help the dwarves make the animals obey.

Dwarven booze magic: exhale at the animals until they realize they cannot win and they'd better cooperate.

And the Mind Flayers use their psionics to dominate animals, bring them as siege fodder.

BTW here's my current fort's mayor-log:
Spoiler (click to show/hide)
« Last Edit: December 12, 2010, 07:17:56 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

Reinmar

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4177 on: December 12, 2010, 08:55:14 am »

Hello. I got into the adnveturer mode couple days ago and read about genesis mod. And this thing is as much amazing as is confusing (well, at least for me :'(). So I'm gonna probably stop by and ask question from time to time :). So, my first question is about shops. I traveled some reasonable distance, but only habited places I was able to find were fortresses and therefore no innkeepers. So my q: Where are the shopkeepers? (are the only shopkeepers still human?)   

TY
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coinich

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4178 on: December 12, 2010, 03:25:13 pm »

I'm a bit confused on making red steel.  I have blast furnaces giving me steel bars, and I have bauxite, but the crucible doesn't give me the option to make red steel at all.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4179 on: December 12, 2010, 03:47:22 pm »

only habited places I was able to find were fortresses and therefore no innkeepers. So my q: Where are the shopkeepers? (are the only shopkeepers still human?)   
Yep, goblin and dwarf fortresses are still empty. Human towns (was it white or yellow '#' on the travel map) is where to look for taverns, shops, stealing and temples.
Duskie, Ezra, Keeper, Nord, Orc civs have towns. (The [DEFAULT_SITE_TYPE:CITY] .)

I'm a bit confused on making red steel.  I have blast furnaces giving me steel bars, and I have bauxite, but the crucible doesn't give me the option to make red steel at all.
Magma crucible only. Not so easy to make, but you have a "milestone" when you do make it. Also, one can embark with bauxite stones to guarantee red steel later.
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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

coinich

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4180 on: December 12, 2010, 05:25:01 pm »

Ah, magma crucible.  Thanks.  I'dve thought it would say that on the graphic; it only says crucible so I figured either.
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ViiK

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4181 on: December 12, 2010, 05:38:32 pm »

First I want to thank mod creator! Right now playing in adventure mod as a werewolf, having a lot of fun tearing apart my enemies  :D

I'm having troubles entering and exiting some forts and shops, sometimes each building in the town have such bug. First I thought they are kind of locked (feature?) but my companions can step into passage cell and only then I can enter\exit building. Didn't had such bugs in vanilla, maybe mod related.
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OmnipotentGrue

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4182 on: December 13, 2010, 01:20:40 am »

I don't believe werewolves can use doors, if that helps.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4183 on: December 13, 2010, 02:48:06 am »

I don't believe werewolves can use doors, if that helps.
Fixed for next Tomi's Tunings release.
Also gave skills to demonic alliance, and biomes for ratmen and dark dwarves -- has anyone encountered them?
Boosted Bile Demon toxin and punching. Made Warlocks faster and more agile. Renamed my new creature from Trollkin to Brook Troll.

And every dwarf, goblin, elf, orc, human has some natural fighting skills, due to growing up in their society and playing sports. Benefits of civilization. More violent/aggressive civ, more fighting skill learned.
You tend to learn some things when you grow up and get to dwarf age 40 (for example).

Edit: just discovered [NATURAL_SKILL:SNEAK:1].

Edit: Here's my current raws, please roll a new world to use these, might cause problems if put into existing fort. Three new inedible outdoor mushrooms included.
http://dl.dropbox.com/u/8967397/Gen318_TomisTunings_raw_Dec13.zip
« Last Edit: December 13, 2010, 12:10:34 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

BigD145

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4184 on: December 13, 2010, 11:42:43 am »

I don't believe werewolves can use doors, if that helps.
Fixed for next Tomi's Tunings release.

What's the quick fix so we can do this manually?
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