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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1231710 times)

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5760 on: March 24, 2011, 08:56:36 am »

I'd consider an area where gobbos stand (maybe they're tickling the cute chained puppies there), and dwarves pull ten levers, ten drawbridges lower from upright position and convince the gob-lobs gently to leave their possessions behind.

To simulate golem statues, one can mod a super slow moving statue-creature, and embark with them 'coz they're common-domestic, and chain it in the hall. And it super slowly punches intruders. Basically, a rock-plated guard dog with a slow spell cast on it.

Anyone got any tuning suggestions, are some creatures too rare (eg. bears), do some critters come in too large numbers?

Edit: I love my Crimson Editor 3.70:
Spoiler (click to show/hide)
« Last Edit: March 24, 2011, 09:34:42 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

userpay

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5761 on: March 24, 2011, 10:07:29 am »

*Points at the new version of DF* Thar she blows.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5762 on: March 24, 2011, 12:34:39 pm »

*Points at the new version of DF* Thar she blows.
Thanks, I'll try to work on updating Genesis with that one's changes, maybe be ready in 4-6 hours.
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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

SalmonGod

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5763 on: March 24, 2011, 02:00:00 pm »

What are the chances of updating an old 31.18 genesis save to 31.22?
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In the land of twilight, under the moon
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As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Blackdutchie

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5764 on: March 24, 2011, 02:14:31 pm »

Hooray! Hard working devs are hard at work! Hooray!
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Quote from: Urist Imiknorris
The first lesson taught by DF is patience.
The second: Madness.
The third: Magma, properly applied, solves all problems.

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5765 on: March 24, 2011, 02:20:35 pm »

Yay. I have an exam tomorrow and then I will update :).

Btw Tomi, I've got your mail with raws... Do you want to suggest anything else before the release? :)

By the way:
Quote
# Sponsored animals included: penguin, platypus, badger, moose, along with related buddies
# Rodent men underground

Yay, rodent men are back. I used ratmen, but anyway I like that they are back to vanilla again.

Also we already had penguins and mooses, now we need to add platypus and badgers :D.
« Last Edit: March 24, 2011, 02:44:18 pm by Deon »
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Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5766 on: March 24, 2011, 02:46:10 pm »

Add a Giant Honey Badger and Honey Badger Men, they should eat dragons for breakfast and bathe in blood.

rynait

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5767 on: March 24, 2011, 03:00:37 pm »

Hmm

novel suggestion about slow moving golems, and is chained. 

Gave me another idea to suggest here...

build one tile "golem" workshop. assign golem creature to it (similar to training workshop?). Assigned Golem in there is doing nothing. Althen  turn off the golem workshop (lever or some sort of an tag trick), golem creature is without workshop and is full active.

Rynait

[one eyed gobbo, see in one of workshop, comments  "eeew that Mr. Gollum pickin noze", realizes Mr Gollum is the familiar Golem, but puzzled over new change... then realizes the difference. screams "NO, not again ... RUN!  RUN!"]
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5768 on: March 24, 2011, 03:14:09 pm »

You cannot assign creatures to workshops. Although I will put golems in.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5769 on: March 24, 2011, 03:37:16 pm »

Yay. I have an exam tomorrow and then I will update :).
Btw Tomi, I've got your mail with raws... Do you want to suggest anything else before the release? :)
Don't think we had moose, had elk and reindeer. (checks) No moose in Genesis.
Glad you have some time for some Genesis changing!

I have a few ideas: "apparition" any_land biome, ghost that scares dorfs but can't really hurt them, freq3. I had it back in .40d "Deon's DF Complete".
"goblin hero" any_land, freq 2, all skills at 5, probably deadlier than a dragon. Don't know how to force it to wear armor. If no armor, call it a "goblin monk" who wears clothes and kicks a hella lot.

And my idea of "bonfire workshop" that should be made of 2 logs 2 charcoal, and its reaction creates something very hot (that dorfs preferably wouldn't haul, flayer firetoxin essence?), and maybe just maybe it could start a forest fire on purpose.

Finished updating my private raws, here they are for DF .22. May have missed something though. Lacks graphics for the .21 & .22 creatures of course.
http://dl.dropbox.com/u/8967397/Gen22_Ironhand_March24_interim_raws.zip

ps. in Vanilla DF, dwarves cannot make daggers or whips.
« Last Edit: March 24, 2011, 04:36:55 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

SalmonGod

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5770 on: March 24, 2011, 03:50:24 pm »

What are the chances of updating an old 31.18 genesis save to 31.22?

Any advice?  Is there a way to do this?
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5771 on: March 24, 2011, 04:36:08 pm »

What are the chances of updating an old 31.18 genesis save to 31.22?
Any advice?  Is there a way to do this?
You can put the new DF EXE and its "data/index" into your old folder and try if it works. I wouldn't start changing (updating) the raws of an existing world unless you're experienced in modding.

Deon, just had badgers and dragon raptors in me test fort... so maybe should add the new RAGE parameter to raptors and dragons and other fierce fluffers. My current dragonraptors jsut circle around like sheep and don't attack me and my oxen.
Ehh... insane caverns created by default worldgen settings, spaghettine caverns on levels -50 to -97, so very deep...

Edit2: damnit, buzzards are much more nuisance than dragon raptors. I better add [BENIGN][AT_PEACE_WITH_WILDLIFE][HUNTS_VERMIN] to them.
Edit3: giraffe kicks are rather deadly now, lost one lung and one spine. And now got a crash, time for new test fort.
« Last Edit: March 24, 2011, 05:13:42 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

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5772 on: March 24, 2011, 04:41:22 pm »

There's a "rage" parameter now? Man I feel so backwards, I need to mod again :D.
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Kogut

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5773 on: March 24, 2011, 05:13:42 pm »

ASCII graphics are broken: http://dffd.wimbli.com/file.php?id=4024
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5774 on: March 24, 2011, 05:15:54 pm »

ASCII graphics are broken: http://dffd.wimbli.com/file.php?id=4024
The raws I provided are for graphical Ironhand; Deon has carefully chosen all the tree and plant ascii-symbols and corresponding graphic tiles. One reason why I don't update the ascii version.

The new creature Honeybadger has [PRONE_TO_RAGE:10]. So it is rather unfriendly. Badger has 1. And Toady didn't bother giving ogres and trolls it.
here are the Differences in raws between .21 and .22 (but WinMerge didn't while which files the diffs are from...) http://dl.dropbox.com/u/8967397/diff%20df21%20to%20df22.txt

Edit: With the new RAGE, ents and dragon raptors (both savage, in savage biome), are mighty opponents. Stay in burrows, fight, or keep losing civilians. ps. RAGE not yet in the raws I've uploaded. I'm testing. Panda bone crown, 37k$!
« Last Edit: March 24, 2011, 08:27:06 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
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