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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241888 times)

FluidDynamite

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Chiming in to say I really enjoy the new alchemy reactions. I like how you can convert copper --> gold --> sungold to actually have a fighting chance against sieges in those copper-only embarks, and the process is expensive enough for you to consider whether or not it's worth it. 4 Copper bars + Fuel to smelt it and multiple slow jobs for 1 steel-like bar...

That, and "Moon Silver Serrated Disk" just sounds absolutely awesome, I love the mental image of it. :P

On a completely unrelated note, my new embark started off with some leeches in the river. A while later I saw messages about "The Gargoyle is no longer enraged". Apparently the Gargoyles dived into the river and ripped those leeches apart for teh lulz, and now there's leech ichor messing up my river. I love silly terrifying embarks. :D
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TomiTapio

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Chiming in to say I really enjoy the new alchemy reactions. I like how you can convert copper --> gold --> sungold to actually have a fighting chance against sieges in those copper-only embarks

On a completely unrelated note, my new embark started off with some leeches in the river. A while later I saw messages about "The Gargoyle is no longer enraged". Apparently the Gargoyles dived into the river and ripped those leeches apart for teh lulz, and now there's leech ichor messing up my river. I love silly terrifying embarks. :D
A fighting chance? Ten weapon traps takes 100 wooden trapcomp and 10 mechanisms. Recommend high-quality(oak mahogany ash etc.) wood spikes. Then again the biggest sieges will clog up your traps nicely with animals and front-line trolls. --- Also, alchemy up some tin from junk metal and make bronzes. And copper+silver+gold=black bronze.

Cool gargoyles, hope to see similar things in my forts.

Edit: Trees spreadsheet in progress.. class 1 is normal wood, 2 is my new fairwood, 3 is Goodwood (elite hardwoods)
Spoiler (click to show/hide)
« Last Edit: May 13, 2011, 01:52:32 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

Torgan

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Have elands got awfully high spawn rates?  I keep getting massive herds of them around my fort (around 20-30) quite often.  Not really a big deal, they just seemed a lot more common than anything else.  I do now have massive herds of them tamed in my underground pastures too, they worked as a good distraction when a red dragon broke down my gates before my military were ready to defend the fort!

I think rabbits are appearing as cavern creatures as well, sort of makes sense as they live underground I guess but I wasn't sure if they should be so just thought I would mention it.

I forgot all about the alchemy reactions, I've just been using my usual tactic of metal bars/meltable goods and armour/weapons from trade plus any I can take from attackers, level up my armour and weaponsmith using bars and the library then dig out adamantine, profit.  The only metal on my embark being silver was not a great discovery :<
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TomiTapio

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Hmm currentfort 4 of 37 are domples.. seems reasonable. 3 steel 1 gloom 1 asp 1 obsi 1 warri 4 jade, the rest stone moss shroom. Two jade caste peasants, odd, they should have learned much while growing up.

Have elands got awfully high spawn rates?  I keep getting massive herds of them around my fort (around 20-30) quite often.  Not really a big deal, they just seemed a lot more common than anything else.  I do now have massive herds of them tamed in my underground pastures too, they worked as a good distraction when a red dragon broke down my gates before my military were ready to defend the fort!
I think rabbits are appearing as cavern creatures as well, sort of makes sense as they live underground I guess but I wasn't sure if they should be so just thought I would mention it.
Eland... freq 32 [CLUSTER_NUMBER:20:30] [POPULATION_NUMBER:14:50], STILL I don't know if that number is "14-50 groups" or "14-50 individuals." Maybe if you let one eland group live and wander off, same group comes to you later.
But it's cool that some embarks get big herds of animals, right?

Rabbits are on purpose there, so the cave beasts have something "easy" to catch. Well, rabbits dig tunnels/burrows and eat grass near the entrance.
« Last Edit: May 13, 2011, 01:52:49 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

LonelyZues

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How do I actually use this mod? I downloaded it now what? Does it work with the lazynewb package?
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SirAaronIII

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POPULATION_NUMBER means groups, I think, while cluster number is how many in each group.
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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."

vhappylurker

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How do I actually use this mod? I downloaded it now what? Does it work with the lazynewb package?

You just copy it over to the raws in your DF folder. I had no trouble using this mod with the lazynewb pack.

LonelyZues

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What do you mean just cover it over the raw? Like delete the raw and Pluck it in?
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TomiTapio

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Without the lazynewb pack goes like this: download http://dffd.wimbli.com/file.php?id=4106 (Ironhand tileset)
or http://dl.dropbox.com/u/8967397/Genesis_3.25c_ASCII_Tomis_Bonfires__Apr23.zip (ascii tileset)
or http://dffd.wimbli.com/file.php?id=4149 (Phoebus tileset)
then unzip the archive, and run the Dwarf Fortress Executable.

Latest experimental Ironhand raws folder: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newmineralsmore_May13.zip
And the reason for different raws for different tilesets: each plant, tree, mineral, gem, ore tile has been chosen, and they're different and in different places of the tileset's 16x16 grid.

With lazynewb... select ironhand graphics in its configuration-exe and use abovementioned experimental raws by moving your old raws folder elsewhere, and putting the new freshly unzipped raws folder in its place. Then generate a new world.

Edit: OH WOW A SCAVENGER DIPLOMAT! From The Pear of Craziness, peaceful civ. Year 88 (so maybe they die out in later years). Or more diplomats not that have a Barony.


Edit2: six embarks to find out the ranges of "shallow" and "deep" metals:
deep/shallow metals charting: world quickgen "frequent" minerals. My new minerals and tunings.
flux & DMs: native silver -29 in granite, tetra&native copper -33 in mica&marble, tetra in marble -34 -32, cassi in schist -55
flux & DMs, flux & DMs: tetra -17 -18, tetra -38, nativegold -36, ada -39, gold & plat -40,
flux & DMs: lignite -3 -5, tetra -19-21-22 -52-53-54 -56-57-58!, galena -19 -21, cassi -26 -27 -28, cobalt -29 -59-60-61!,
is -61 the hard limit? maybe -17 to -61 is deep.

noflux & SMs: sphalerite -7, gold -10 -11, cassi -12, -4 spha,
flux & SMs: tetra -19 tetra -20 nativesilver lots -27, tetra, maybe -29 lowest silver.
flux & SMs: garni -27 to -30 -34, limo -3 -4 -5 -6,  cassi -41 -56 -60, plat -46,
SMs: -3 to -60 seen.
« Last Edit: May 14, 2011, 09:33:45 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

LonelyZues

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Sorry guys, I'm kind of confusing about everything. So when you said to unzip the archive, are you talking about the dwarf fortress folder or what? When I download the genesis mod i got a rar file. What do I do from that? I guess what I'm asking is if you guy can talk in a more... simple kid like way. I'm pretty... slow.  :P
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D_E

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A rar is a type of compressed file, like zip.  Windows doesn't know what to do with them by default, so you need to download a program that can extract rars, like 7zip.  You probably want the first download link on that page, Win 32 .exe. 

Once you install 7zip, right click on the rar, select 7zip, and then select extract.
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Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

soyweiser

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Also the rar file is the archive file. People sometimes call zip, rar, and other "store a lot of files in one file" files archives. It stores all your files in a compressed way (takes up less space). But they are harder to access, just like a normal archive. So to open this archive you need the stuff described by D_E.

In the Genesis archive, (yeah, the .rar file you guessed it!). There are some folders. You need to copy these into your current dwarf fortress installation. I think only the 'raw' folder is needed.

I do not know if you need to delete your old raw folder first. Somebody with more experience in DF modding should answer that.

Also, if you already have a savegame in your current folder I think this will destroy your current game. So if you already have a running game you need to do something else. I assume this is currently not the case. If it is, post here and we will help. (Which never hurts).

Does this and D_E's post help you?
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Rumrusher

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you could rename the save folder so that the game doesn't copy over the one your playing with.
oh and I finally got that Cavern only fort save on DffD.
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TomiTapio

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I do not know if you need to delete your old raw folder first. Somebody with more experience in DF modding should answer that.
Also, if you already have a savegame in your current folder I think this will destroy your current game. So if you already have a running game you need to do something else. I assume this is currently not the case. If it is, post here and we will help. (Which never hurts).
Windows XP, Vista and 7 have built-in support for zip archives, they show up as "compressed folders". http://www.uwec.edu/help/winxp/exp-compress.htm
One needs to delete the previous raws-folder or preferably move it elsewhere. Otherwise the new raws will collide and crash with the old ones.
Each save-folder carries its own raws-folder, so you can change at will the main raws-folder (from which worlds are generated).
No need to rename save folders as DF will detect existing save folders.

The ascii and Ironhand raws I provide are in zip format so they can be theoretically used without WinRAR or 7zip or WinZip. But it's no fun working with windows' "compressed folders" and serious users turn that feature off.
« Last Edit: May 14, 2011, 06:56:26 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

Music

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Does this make it easier or harder to play?
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