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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1247007 times)

Renzuko

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i THINK goblin's masks do give face coverage, i remember getting one as an artifact...but it was made out of cloth so i never bothered using it...and the wiki doesnt have its raw info, its a goblin only piece of armor

found the raw's...doesnt say anything about being goblin only...and coverage says its 50
Spoiler (click to show/hide)
« Last Edit: May 06, 2011, 12:37:22 pm by Renzuko »
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Deon

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I think the current helms all cover 100% (but not ears and nose which "stick out" / are external). Mouth being [EMBEDDED][APERTURE] I think it's covered, unless there's a rule apertures can't be armor-protected...

From what I can judge in the raws, masks are exactly the same 50% coverage as "cap". They do not go on the "face", just on the head.
So helm+mask is exactly same as helm+cap. Coif Coif helm hood combo seems better. Also, cloaks and robes extend to cover head too.


Deon, next time you break save compatibility, might want to create [BODY:2EARS_EMBEDDED] bodypart some for cave animals.
And perhaps [BODY:GUTS_SMALLER_NOPRESSURE].
Why do you think nose/ears are not protected? They should be, it should've been fixed in the same DF release where we've got our genitals protected by the armor.

Also good idea about cloaks/robes. They bothered me too much too.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Jeoshua

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Well, the difference is that one hit to the head in DF is MUCH more effective then any hit in DnD terms would be.. Wouldn't it need to be balanced so that you don't instantly die from getting hit once in the head?

You never played DnD with location-based damage rules? Because a blow to the head was always a massive blow in those rules, with a percentile chance of Instant Death.  I wasn't talking about 4th edition.  3.5e or 2e Skills and Powers/Unearthed Arcana.

Quote from: TomiTapio
I made awesome stuff

I'm happy this is being looked at.  DF combat is already the most realistic combat I've seen, any anything that makes it more internally cohesive gets modded in.  Why, I haven't actually played a full game for a while because new stuff keeps coming out that I NEED... like this.
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I like fortresses because they are still underground.

TomiTapio

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This thread sounds quiet.

Bin Laden's (Fictional) Mountain Fortress
http://www.boston.com/bostonglobe/ideas/brainiac/2011/05/bin_ladens_fict.html

Todo creatures: "Dread Shrub", "Deather"(opposite of Birther).
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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

Angel Of Death

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Errm... Deon, you didn't happen to make steel non magma-safe, did you?

My steel floodgate just melted.
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Deon

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No, our steel has the same melting point as vanilla: 12718 urists.
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Angel Of Death

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Really?

I think it must have just been the mechanisms. I had 2 gabbro mechanisms.
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99 percent of internet users add useless, pulled out of arse statistics to their sig. If you are the 1%, please, for the love of Armok, don't put any useless shit like this in your sig.
Hidden signature messages are fun!

Deon

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True story.
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gzoker

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Hello, I was wondering about hostile dwarf civs, so I have a few questions about dark dwarfs. Do they siege, or are they like those animalmen in the caverns? (never seen them, and i usually win my fort after three years[ i mean FUN of course] ) If they do, do they come from underground? That would be cool. :D
Also if they don't, then how can i make them an enemy civ? I'm completly clueless about modding, but i like to tinker with stuff.

Also this is a very good mod, so keep up the good work. Thank you for all the fun.
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Deon

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If you mean the "dark dwarves", they are right now like tribal animal-men in the caverns. I really hope we get some expansion to undergound civilizations in future DF versions soon enough :).
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Morwaul

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Tomi

Weren't you going to add in some extra minerals a few pages back?  I went ahead and added Fluorite because I am getting tired of trying to find flux and hope one more will make it a little more common.  Honestly not sure if it works that way.  Anyway, don't remember if Fluorite was one you were going to add.  In case not, here is the info.

Fluorite (also called fluorspar)
http://en.wikipedia.org/wiki/Fluorite
Industrially, fluorite is used as a flux for smelting, and in the production of certain glasses and enamels.
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Vorthon

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I noticed an error in the floater raws: The syndrome associated with the fluid lists the numbness effect three times, when it should only be listed once. The second and third effects should be oozing and blisters, respectively. I still can't figure out how I missed that before submitting them.

Also, Deon, you got that text for the sylvan elves off of TvTropes, didn't you? From the fairfolk article?

(We Tropers are everywhere... you will be assimilated... :P )


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SirAaronIII

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Yeah, he did. He said so a few (like 12 or so? couldn't be buggered to find it) pages ago. He also wanted to add the Wild Hunt.
Actually, a Wild Hunt civ might be pretty nice. But then it'd kinda be weird, too.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

Vorthon

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Yeah, he did. He said so a few (like 12 or so? couldn't be buggered to find it) pages ago. He also wanted to add the Wild Hunt.
Actually, a Wild Hunt civ might be pretty nice. But then it'd kinda be weird, too.

Maybe the interactions/curses in the next verision could be used?
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TomiTapio

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Adding Fluorspar now. Fixed Floater toxins, and also the [SYN_IMMUNE_CREATURE:FLOATER:ALL] lines still had giantcavejelly.
Someone else wanted the Wild Hunt, not me. I want a tiny ent called "dread shrub".

Spoiler (click to show/hide)
Edit: done adding more environments to it.
Edit2: Now adding http://en.wikipedia.org/wiki/Barite as it seems reasonably common.

Spoiler (click to show/hide)
« Last Edit: May 07, 2011, 04:03:29 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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