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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1231642 times)

Kogut

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5775 on: March 24, 2011, 05:32:05 pm »

Ooops, so vanilia + defence for me.
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The worst bug - 34.11 poll
Tired of going decades without goblin sieges? Try The Fortress Defense Mod
Kogut, the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.

Angel Of Death

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5776 on: March 25, 2011, 04:13:57 am »

Is it alright if I suggest something?

Dwarves, sylvan elves, centaurs and demons should be allowed to make cities. I can't find any of them outside of bandit camps or fortresses. Werewolves are fine out in the open, though.
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Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5777 on: March 25, 2011, 07:14:24 am »

I'll try to contribute more... Just unzipping the newest version now...
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5778 on: March 25, 2011, 10:22:06 am »

Is it alright if I suggest something?

Dwarves, sylvan elves, centaurs and demons should be allowed to make cities. I can't find any of them outside of bandit camps or fortresses. Werewolves are fine out in the open, though.
Sylvans are okay with "no home". They live in forest after all, so it's okay that you can't find them (until Toady makes tree villages alive again :P).

Dwarves... I would like to give them cities, but they would cut into mountains causing various weird stuff, so let them be hidden for now. The overall "sprawl" is not fitting the dwarven theme.

However demons and dusk elves as well as gobbos should definitely have towns, I will make it for them until we get Dark Towers back.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5779 on: March 25, 2011, 10:29:25 am »

Okay... now with natural_skill working due to can_learn tag, minotaurs defeat in single combat a hero with all-skills-6:

Spoiler (click to show/hide)

Anyone fancy running arena tests, 10 dogs vs 10 crocs, 10 bulldogs vs. 10 kicking horses, that sort of thing?

Deon: found a bug, weres brought mounts which they should not. Had war monitor lizards and war giant lions.
Yay, a mastiff is biting and biting rodent men!
The savage biome that has giant moose -- it needs some other savage animals too. Having too many G-moose.

Edit: Got an idea: What if could make a new alloy out of junk metals, with dwarven magic, combine useless billon,electrum,zinc,tin,gold,silver or such into a copper-class military metal? Maybe five of any metal magicked into two bars of Nu-Copper.

Added more advice to the workshops page http://df-genesis.wikidot.com/workshops
- buy and melt excess anvils to get metals for armor. Also melt large enemy armors and metal cages.
- after purchasing metal bars from the caravan, check if finishing forge or crucible now offer steel-making.
- pastured dogs and other trainables must be removed from pasture before they can be trained.
- put cage traps in the corridor that leads to the caverns, for security and elk bird taming.
- dig a pasture & herbs & trees cave in a soil layer. The plants and trees will start growing there once you've opened the caverns and the mushroom spores float around the map.
« Last Edit: March 25, 2011, 02:27:58 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

meowmix

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5780 on: March 26, 2011, 05:55:23 am »

I was wondering when genesis mod is going to be updated to the newest version?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5781 on: March 26, 2011, 08:14:00 am »

Today :). I solved most of the university stuff which piled up in a huge mess, so now I am up-do-date with my diploma research, but my wife wanted some attention today, so it's second part of the day and no release yet :P.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5782 on: March 26, 2011, 11:25:53 am »

If you don't mind, I am removing "adopts owners" from cats. I have other plans for this token.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5783 on: March 26, 2011, 12:09:19 pm »

I don't mind. Mephit familiars on shoulders instead?
Dang, cavern ratmen have black steel swords and metal crossbows and bolts... batmen were easy. Then due to saltwater-oceanside embark, have to drink from caverns, one giant rat and one giant toad killed all initial seven... Maybe the giant rats have too much skills now. My dorfs hopefully had iron daggers (48¤ on embark) in their hands. But arteries were bursting when rat shook them by the head.
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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 #5784 on: March 26, 2011, 12:45:11 pm »

Okay, I've updated my initial build to 0.31.23. Now it's time to start adding and tweaking things, I am looking at your files you've sent me via email now, TomiTapio :).

P.S. I am removing fireballs and scratching from dwarves. They scratched too much, and it broke bones :/. It's not something I want to see ;P.
« Last Edit: March 26, 2011, 01:14:29 pm by Deon »
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Ahra

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5785 on: March 26, 2011, 01:15:51 pm »

what are you gonna give the obsidians instead? dust?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5786 on: March 26, 2011, 01:28:41 pm »

No, they are already skilled blacksmiths, and I will tweak skills a bit more.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5787 on: March 26, 2011, 02:14:42 pm »

Maybe 2 or 3 castes could be natural swimmers, their caste doing swim training at youths. Oh boy I am getting tired of sphalerite on almost every embark.
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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 #5788 on: March 26, 2011, 03:19:02 pm »

Yeah, I rename "castes" to "clans" (so they are "serpent clan", "obsidian clan" etc., I like it more for some reason) and I add a few more and spread skills around.
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Daff

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5789 on: March 26, 2011, 04:52:17 pm »

This all sounds awesome, when can I get to play!? :D

(I just had my first fort in ages succumb to a siege, damn those frozen waters and incomplete constructions!)
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