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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1247752 times)

Icee77

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4590 on: January 14, 2011, 08:09:45 pm »

Werwolves slaughtered my fortress.....
they attacked RIGHT when my axedwarves were away.
then when the axedwarves came home, they saw their dead friends, along with 15 werewolves.....
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4591 on: January 14, 2011, 09:34:31 pm »

Darn it, that's the third time today I lost a fort to a pack of werewolves.
Werewolves: 9 Me: 1/2
20 stones into 20 mechanisms, 20 log stacks into 20 wooden cages. 20 cage traps should add quite a bit of safety. Until you get 32 flayers on 32 elephants. Then it would be nice to have 6 elite weapon traps (I prefer copper and cobalt *spears*).

So Genesis kobolds are more like goblinoids who like mining?
More beast races? I think it's time for heavy quadrupeds! Not centaurs but rhino/elephant/slow-ogre civ! "The were-rhino sprays nauseating goo at you! The rhino-snot smells awful!"

Quote from: Icee77
I gave dogs [CAN_LEARN]. WHAT HAVE I DONE?!?!
Your enemies will bring dog surgeons and dog gemsetters into battle  ;D (I used to get trolls with professions as siege animals.)
« Last Edit: January 14, 2011, 09:37:51 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

Mechlin

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4592 on: January 14, 2011, 10:49:33 pm »

When do the first sieges normaly come? I haven't been playing Genesis since 31.13 (iirc) so I downloaded the latest version, built a heavily defended fort, trained three squads - all badass legendary and in red red steel from head to toe... And all got in four years was a couple of pesky kobolds. Damn. The world has two hostile civs and one at war but they just seem to have forgotten about me.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4593 on: January 14, 2011, 11:08:42 pm »

Are you sure they can get to you (you can check it during the embark phase only)? I usually get werewolf sieges as soon as I hit 20 dwarves.

P.S. Either you live in the east, or you pulled an all-nighter as I did :P.
« Last Edit: January 14, 2011, 11:13:10 pm by Deon »
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Mechlin

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4594 on: January 14, 2011, 11:33:54 pm »

Are you sure they can get to you (you can check it during the embark phase only)? I usually get werewolf sieges as soon as I hit 20 dwarves.
I've abandoned the fort and re-checked the same embark site. Yep, they can but it's near a mountain range so I suppose it's a vanilla bug (direct route blocked or something else... oh nevermind).

Btw what are slabs for (except looking cool in Ironhand)? And what's generally better - artifact steel weapons or good old red steel axes? Better edge + worse steel or vice versa?

P.S. It's already 9.30 AM ))
« Last Edit: January 14, 2011, 11:35:27 pm by Mechlin »
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Lamphare

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4595 on: January 15, 2011, 12:01:04 am »

Btw what are slabs for (except looking cool in Ironhand)?
Slab is the substitution for coffin once engraved at a craftsdwarf's workshop for any deceased with its body gone (not doing so would result something horrible(literally), or statue for designating a sculpture garden after been built.
i suppose this is what you asked?
« Last Edit: January 15, 2011, 12:03:11 am by Lamphare »
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Mechlin

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4596 on: January 15, 2011, 12:04:38 am »

Btw what are slabs for (except looking cool in Ironhand)?
Slab is the substitution for coffin once engraved at a craftsdwarf's workshop for any deceased with its body gone (not doing so would result something horrible(literally), or statue for designating a sculpture garden after been built.
i suppose this is what you asked?
Yes ))
New versions are released faster than I read wiki, sorry.
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Flaede

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4597 on: January 15, 2011, 03:35:42 am »

Btw what are slabs for (except looking cool in Ironhand)?
Slab is the substitution for coffin once engraved at a craftsdwarf's workshop for any deceased with its body gone (not doing so would result something horrible(literally), or statue for designating a sculpture garden after been built.
i suppose this is what you asked?
Yes ))
New versions are released faster than I read wiki, sorry.
Note: I am finding they do not work for merchants' escorts. Get their bodies into a coffin before they rot away or there will be nothing you can do about it.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Icee77

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4598 on: January 15, 2011, 08:01:17 am »

Are you sure they can get to you (you can check it during the embark phase only)? I usually get werewolf sieges as soon as I hit 20 dwarves.

P.S. Either you live in the east, or you pulled an all-nighter as I did :P.
If that's true, im really lucky. I got the siege when i had 50 dorfs. Unfortunately, i forgot to train more  squads.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4599 on: January 15, 2011, 11:24:03 am »

There's also a small trade trigger, so if you didn't trade, you get a chance to gather more immigrants. Also they come in winter only, so that gives you some more time too.
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Mechlin

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4600 on: January 15, 2011, 12:23:46 pm »

My next fortress got a cute little Thunderbird right in the middle of the first autumn. Which literally ripped apart all my rookie militia.

Well at least that was a quick end  ???
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Saunatonttu

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4601 on: January 15, 2011, 01:02:55 pm »

Little fun story:

I combined this mod with lazy new pack. Turns out the launcher does some modifications to raws... I genned word, and while looking for embark site, i was wondering why i had no dwarfen civ anywhere, and why i had complete layers of native gold, silver, platinum, frozen spores and ichor. Okay, maybe something with the new version of DF... Selecting equipment, i had 5 different types of sand named "rock", and picks and other equipment made of "fireball". When i embarked, i was looking at big ball of smoke... Turns out, i was playing as yetis, and my fat was melting:D
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4602 on: January 15, 2011, 01:27:38 pm »

Yes, wrong and duplicate raws cause it. LNP modifies quite a lot of raws.
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Saunatonttu

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4603 on: January 15, 2011, 02:41:06 pm »

But i have to admit, terrifying tundra whose topmost layer is composed of frozen ichor was kinda cool...
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4604 on: January 15, 2011, 03:02:05 pm »

Yeah. Also I love random ctd :D.
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