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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1229523 times)

vhappylurker

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - now with Phoebus
« Reply #5160 on: February 18, 2011, 02:20:24 am »

Holy balls.  :o I was gonna wait till 31.20 came out, but now this is seriously making me reconsider...

And I've never actually done much with this mod before.  :D

jayseesee

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a2 ϟ] - now with Phoebus
« Reply #5161 on: February 18, 2011, 06:13:22 am »

Question: does anyone know why my smelter has like a crapton of "No reaction" reactions?

Also vhappylurker, worth it.  Alot.  Do it now.
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I'd do that, but I don't think dwarves have words for "fair" or "logical".

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5162 on: February 18, 2011, 08:05:52 am »

Because it's a bad idea to pull an all-nighter when you mod :). It's an old problem which keeps appearing. I will upload 3.19a3 with a fix in a moment.

If you don't want to download the whole archive again:

Spoiler: reaction_economic.txt (click to show/hide)

Spoiler: bulding_crafting.txt (click to show/hide)
« Last Edit: February 18, 2011, 08:10:44 am by Deon »
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Sirdrake

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5163 on: February 18, 2011, 08:15:37 am »

im getting a GL error it happens when i go to create new world
 anyone know what it is
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5164 on: February 18, 2011, 08:18:17 am »

I've never had it, probably has something to do with your videocard. Go to /data/init/init.txt and try to change [PRINT_MODE:STANDARD] to [PRINT_MODE:2D].
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Cynsye

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5165 on: February 18, 2011, 12:43:27 pm »

Minor bug in Phoebus, in the file "graphics_animal_bird.txt" the line [CREATURE_GRAPHICS:TURKEY] should be [CREATURE_GRAPHICS:BIRD_TURKEY], turkeys are showing up as bones atm. Don't know about the "TURKEY_WILD" line, I couldn't find them in the raws during my quick browsing :P .
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5166 on: February 18, 2011, 01:33:43 pm »

I removed "wild turkeys" because just "turkeys" work fine both for domestic and wilderness purposes.

Thanks for the heads up, I've reuploaded 3.19a3 with the fix. It doesn't deserve its own version number IMHO :).
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Sarudak

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5167 on: February 18, 2011, 02:12:36 pm »

So what ideas/plans do you have for alchemy?
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LordShotGun

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5168 on: February 18, 2011, 03:09:20 pm »

My map just started to spawn skeletal camels which are really badass. Two of them killed my entire pack of about 8 war dogs and one war leopard. Although normal animals still spawn, like the killer turkeys.
« Last Edit: February 18, 2011, 03:11:03 pm by LordShotGun »
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Angel Of Death

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5169 on: February 18, 2011, 09:48:53 pm »

I just realised something.

This mod has no lashers!

 :o
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Morrigi

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5170 on: February 19, 2011, 02:33:08 am »

I just realized something else. Deon, your wyverns are poisoning and melting themselves, they don't seem to be immune to their own poison. I was messing around with one in the arena, had it kill some cows, and it just... melted. Then another one got massive necrosis all over its body and bled to death. Also, is there a link to the .31.18 version of the mod somewhere?
« Last Edit: February 19, 2011, 02:35:06 am by Morrigi »
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5171 on: February 19, 2011, 06:03:33 am »

I just realized something else. Deon, your wyverns are poisoning and melting themselves, they don't seem to be immune to their own poison. I was messing around with one in the arena, had it kill some cows, and it just... melted. Then another one got massive necrosis all over its body and bled to death. Also, is there a link to the .31.18 version of the mod somewhere?
Wyvern acid forms only when it leaves it mouth, being a mix of a gas, vomit and saliva, so they do not carry it inside. Basically they should be careful with the resulting acid, they are not "alien xenomorph" type of creature, and it's a known fact that they were victims of their own poison during raging battle or during mating fights with other wyverns.

Also I like it this way. They are already deadly, so I use a tactic of war pigs: I send a pig hoard towards them (sadly can't light them on fire in an easy way) and sometimes a wyvern damages itself enough for my marksdwarves to take it out.

I replaced the old download with new, but if you need it I can reupload it.

Quote
This mod has no lashers!
Well, there is an issue of "lightsaber whips", and with my current tweaks to tissues to make the combat more deadly for swords/hammers/spears the said whips are even crazier. You can put them back by adding whips/scourges and the like in the entity files (the items were not removed), but I am not a fan of those weapons :). Also whips are not really historically known for their combat application.

So what ideas/plans do you have for alchemy?
You will see when it comes out :). Then we will discuss it more. Right now I need some time to write a part of my diploma hehe.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5172 on: February 19, 2011, 08:54:13 am »

Okay, a first release will be out soon, probably today.

Current reactions:
Alchemy:
"Copper to gold (2:1)" - takes 2 copper bars and a gem (I decided to skip "gem dust"), produces 1 gold nugget.
"Gold to copper (2:1)" - takes 2 gold nuggets and a gem, produces 1 copper bar.
"Aluminum to mithril" - takes 1 aluminum bar and a gem, produces 1 mithril bar (armor metal only, light and durable).

Also there's a better application for the "rock grinder" workshop: it now has a very low chance (2%) to create a copper or an iron bar, simulating rare metal appearance in random places. It should help with the current total lack of iron/copper on some maps while getting rid of useless stone, also it should be balanced enough not to be "omg free iron" reaction.
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Eroing

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5173 on: February 19, 2011, 09:47:45 am »

Had a little discussion over at the suggestions forum and thought this idea might actually fit with the genesis mod..

Red dye.. made out of cinnabar! Since cinnabar used to be used as a coloring.. but was removed from the market because of its toxicity.. think about it.. coloring your sword with a nice mix made out of mercury and sulfux dioxide! :D Now there's a fun way to kill elves!
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5174 on: February 19, 2011, 09:55:52 am »

Do you mean glazing? Otherise you cannot color swords.
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