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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246836 times)

TuefelHundenIV

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4320 on: December 21, 2010, 06:24:02 pm »

Checked the d_int file and sure enough temperature was turned off.  It works now thanks for the pointing that out.
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WraithLord24

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4321 on: December 22, 2010, 01:46:01 am »

Hello Deon ive been reading this thread for some time but this is the firdt time ive posted, but anyway i like to take a quick look through legends mode and ive noticed that that the Thunderbird dies out in the first 20 years of gen. Is that just me or was that a mistake?
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Im a Lurker I tend to disappear dont just assume im totally gone cause Ill then pop up at odd times.

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4322 on: December 22, 2010, 05:18:03 am »

ive noticed that that the Thunderbird dies out in the first 20 years of gen. Is that just me or was that a mistake?
Thanks for favoring the Genesis mod!
It's a mistake, it has [MAXAGE:10:20] like a normal animal. Should be 1000+ years :)

How fast does it take magma to heat up the surface if it's a good 100 blocks down (probably less) Or does the heat have to travel straight up?
I don't think the heat will travel that far, would take too much CPU time for that. I suspect magma's heat travels like 2-6- squares, and less than that up/down.
Try "dfprobe" hack utility to see temperatures to find out.
Check http://df.magmawiki.com/index.php/DF2010:Magma and you can ask in its discussion tab http://df.magmawiki.com/index.php/DF2010_Talk:Magma


Current 2x2 fort's log:
Spoiler (click to show/hide)

When in doubt, wall off the outside world. Or put 30 weapon traps (150-300 weapons total) in a row.
« Last Edit: December 22, 2010, 05:33:25 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

Samohan25

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4323 on: December 22, 2010, 05:59:03 am »

I have some captured werewolves that I'm thinking of using as training for a military force, but I can't strip them of their weapons (As they have none) and I don't know how to get the military to attack one in a secure enviroment.
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Torgan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4324 on: December 22, 2010, 07:30:50 am »

Ha, nice write up Tomi.

Samohan all I did with my werewolves was build the cages in a barracks, link a few to a lever, put all my military in the barracks, lock the door then pull the lever.  Bear in mind I had some skilled solider migrants to beef up my military, I wouldn't try this with only newly drafted recruits.  There seems to be a definite advantage to numbers so having 2 werewolves and 10 melee soldiers seemed to work fine.

Or you could just deconstruct their cage inside a pit and let them be target practice for your marksdwarves.
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Samohan25

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4325 on: December 22, 2010, 07:37:32 am »

Fair enough, still got my 2 hardcore miners, their kill total includes four forgotern beasts but even still I think I need more military soldiers.
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EvilJawa

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4326 on: December 22, 2010, 10:56:56 am »

wow phoebus tileset for genesis! =D
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4327 on: December 22, 2010, 11:00:42 am »

Here's my suggestion for tuning the Warlock caste of the demonic alliance:
No wrestler skill bias, but fights like a mean funker. Thanks to his magicks.

Code: [Select]
[CASTE:WARLOCK]
[DESCRIPTION:This evil sorcerer traded his soul for powerful magicks. Beware of his fireballs!]
[POP_RATIO:35]
[MALE]
[SPEED:700] --mystic speed
[FLEEQUICK] --warlock also means "coward".
[CASTE_NAME:warlock:warlocks:warlock]
[FIREBREATH][FIREIMMUNE]

--NATURAL_SKILL:WRESTLING:2]
[NATURAL_SKILL:DODGING:9] --mystic spell
[NATURAL_SKILL:GRASP_STRIKE:2]
[NATURAL_SKILL:STANCE_STRIKE:1]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
[NATURAL_SKILL:MELEE_COMBAT:2]
[NATURAL_SKILL:RANGED_COMBAT:7] --skill and dexterity buff
[NATURAL_SKILL:SNEAK:6] --mystic cloak

[PHYS_ATT_RANGE:STRENGTH:1450:1950:2150:2250:2350:2550:3250]
[PHYS_ATT_RANGE:ENDURANCE:1450:1950:2150:2250:2350:2550:3250]
[PHYS_ATT_RANGE:AGILITY:1450:1950:2150:2250:2350:2550:3250] --mystic buff
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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

Thundercraft

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4328 on: December 22, 2010, 12:26:04 pm »

Expanded bestiary

...
- New wild critters: penguin, ent, giant sandworm, eland, seal, kangaroo, dama gazelle, ostrich, parrot, python, boa, asp, rattlesnake, sand cobra, giant otter, forest cat, wild turkey, seagull, albatross, pelican, swan, eagle, dire wolf, silver fox, giant ant, sand antlion, skunk, black crow, hercinia, firebird, leech, minnow, anubite, white lion, mammoth, rock lion, sand lion, jackal, raptor, dragon raptor, bronze statue, rhino, giraffe, eagle, nith...

Not to nitpick too much, but eagle is mentioned twice in the list. Or are there two different eagle types?

Edit:
HARMLESS, HUH?
{Harmless minnows murdering mastiff}

The poor dog was probably in the water where it was slowed down, while the minnows are very fast. So yeah, it sucked all blood out of its throat. And I think there were more than one, right? There are "shaking" attacks on different parts of the dog which follow each other, so it probably had a whole bunch of minnows hanging on its skin.
...
P.P.S. "Harmless minnows: a new CARP of DF" :)

Seems to me that minnows are too dangerous. They are tiny little fishes that are supposed to be harmless, correct? (And not evil, blood-sucking, alien xenotype parasites.) Why not slow their speed way down and make them pacifists? I mean, in real life you wouldn't see a dog or a human eaten alive by, say, a bluejay or a cardinal, would you? While this is a fantasy game, this seems to break realism. Not every critter in the game has to be a challenging fight.
« Last Edit: December 22, 2010, 01:42:02 pm by Thundercraft »
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Samohan25

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4329 on: December 22, 2010, 02:29:22 pm »

It could be irony I guess... And the description only says that it 'looks' harmless. Despite what you said being completely true (there should be some non-agressive creatures) DF (and Genesis in particular) are about chalenges for players who want a more diverse and exciting game as well as (more relevant to DF in general) those 'What on earth just happened?' moments, like when a new player discovers Carp, or !!Dwarves!!.
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Jacob/Lee

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
« Reply #4330 on: December 22, 2010, 02:40:11 pm »

P.P.S. "Harmless minnows: a new CARP of DF" :)
Oh no, sturgeon are the new carp of DF. Those bastards can fight.

Samohan25

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4331 on: December 23, 2010, 07:20:37 am »



Is that meant to happen?  :o
either there is something wrong with DF or turkeys have really awkward spleens.
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rephikul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4332 on: December 23, 2010, 07:28:52 am »

ya that's standard DF anatomy for you.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Samohan25

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4333 on: December 23, 2010, 09:37:00 am »

Was his spleen actualy in his foot of is this just a slight bug feature.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ] - now with Phoebus tileset
« Reply #4334 on: December 23, 2010, 10:24:09 am »

What's wrong with a spleen in a lower body?
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