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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1249388 times)

DrKillPatient

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The mod seems quite nice, but I dislike graphics packs and the ASCII version is rather out of date. Is there a way I can manually change a graphics version to use ASCII?
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"Frankly, if you're hanging out with people who tell you to use v.begin() instead of &v[0], you need to rethink your social circle."
    Scott Meyers, Effective STL

I've written bash scripts to make using DF easier under Linux!

TomiTapio

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The mod seems quite nice, but I dislike graphics packs and the ASCII version is rather out of date. Is there a way I can manually change a graphics version to use ASCII?
It's a lot of tile changes, between ironhand and ascii. Every tree and plant and creature and workshop.
I provide the cutting-edge ascii version:
Genesis in ASCII tiles: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineral_newwood_May23.zip
probably most of my new things (animals, minerals, trees, balance tunings) will make it into the Official Genesis.
(install by installing the official ascii genesis, then replacing the raws folder with my raws folder. Or just use your existing .25 install and replace raws folder)
« Last Edit: May 25, 2011, 06:39:08 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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Tomi, I love you :3. I am not even going to comment what it means, cause there ain't everything double-barreled about me ever.

This weekend is close, and my supervisor should be away for a week. It means MOAR MODDING TIME :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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TomiTapio

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I still haven't helped you Deon with the Shadowrun mod :´)
I got a long list of might-todo additions to Genesis however.

Edit: Hmm I think acid mephits start fires too. Not sure.
Current fort had almost total wipeout from first siege (weres, super Whitemane). But elite steel dorf vanquished all foes! Only other survivor was a bedrester. Really ought to put cage traps at hospital entrance. Fort recovered and now have 3 steel 2 othercaste heroes. Out of 64 citizens. Oddly two of 3 steelers are animal trainers. Maybe their mindset leads them to Stare Down Tigers.
-- have a bituminous coal cluster, rare but oh so nice.
-- Noo a bronze statue pounded a random planter to bits! In caves1.
-- changed fuel-stones to 248, degree-symbol. No "gray boulder" from coal mining for me.

Right, want a reaction from 3 1 lead to 1 gold, with two exotic non-ore non-layer non-flux minerals as additional ingredients..
« Last Edit: May 26, 2011, 05:36:09 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

Morwaul

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LoL, I was attacked by Whomakes'upthesefreakingnamesanyway The Giant Blob composed of Fire.  I thought "Oh crap, this is going to be ugly!"  Then it started raining.  It made it half way to my front door before it was just a giant cloud of steam.  Fun!

Say, where do you guys go to pull up the detailed reports on what is happening.  I would love to see how the demise of my giant blob was noted.
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Selenite

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I still haven't helped you Deon with the Shadowrun mod :´)
I got a long list of might-todo additions to Genesis however.

Edit: Hmm I think acid mephits start fires too. Not sure.
Current fort had almost total wipeout from first siege (weres, super Whitemane). But elite steel dorf vanquished all foes! Only other survivor was a bedrester. Really ought to put cage traps at hospital entrance. Fort recovered and now have 3 steel 2 othercaste heroes. Out of 64 citizens. Oddly two of 3 steelers are animal trainers. Maybe their mindset leads them to Stare Down Tigers.
-- have a bituminous coal cluster, rare but oh so nice.
-- Noo a bronze statue pounded a random planter to bits! In caves1.
-- changed fuel-stones to 248, degree-symbol. No "gray boulder" from coal mining for me.

Right, want a reaction from 3 1 lead to 1 gold, with two exotic non-ore non-layer non-flux minerals as additional ingredients..

Yeah, Acid Mephits as well as Aspid dwarves starts fire.
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Jacob/Lee

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The Keeper Civ The Musical Confederacy worshipped a deity named Calvaria, the sphere of control?

Suicide  ::)

TomiTapio

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Say, where do you guys go to pull up the detailed reports on what is happening.  I would love to see how the demise of my giant blob was noted.
Press "r" for Reports of Combat for each creature.
Events are in chronological order in gamelog.txt. (in texteditor, ctrl-f name of your blob)

Gamelog can be spiced up with commas or tabs, and opened as a CSV/TSV spreadsheet for all kinds of nice sorting and grouping.
Example: http://dl.dropbox.com/u/8967397/Genesis311__30dagg-vs-30spear_analysis.xls
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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

Trapezohedron

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I still haven't helped you Deon with the Shadowrun mod :´)
I got a long list of might-todo additions to Genesis however.

Edit: Hmm I think acid mephits start fires too. Not sure.
Current fort had almost total wipeout from first siege (weres, super Whitemane). But elite steel dorf vanquished all foes! Only other survivor was a bedrester. Really ought to put cage traps at hospital entrance. Fort recovered and now have 3 steel 2 othercaste heroes. Out of 64 citizens. Oddly two of 3 steelers are animal trainers. Maybe their mindset leads them to Stare Down Tigers.
-- have a bituminous coal cluster, rare but oh so nice.
-- Noo a bronze statue pounded a random planter to bits! In caves1.
-- changed fuel-stones to 248, degree-symbol. No "gray boulder" from coal mining for me.

Right, want a reaction from 3 1 lead to 1 gold, with two exotic non-ore non-layer non-flux minerals as additional ingredients..

Yeah, Acid Mephits as well as Aspid dwarves starts fire.

The Aspid dwarves' bites melts enemies for me.
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Thank you for all the fish. It was a good run.

killerbees1218

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It possible to play as the keepers in your mod? I already switched to CIV_CONTROLLABLE, and it seemed to work - however when I go to the miltiary screen, none of the Keepers are listed, it's impossible to enlist them if they arn't there.
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Death, is only the beginning.

Torgan

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The Aspid dwarves' bites melts enemies for me.
Yep, I noticed this after I released some naked goblins into a room for my training axe equipped recruits to practice on.  One of the recruits was an aspid dwarf and eventually bit a goblin, causing him to burn.  The room filled with smoke which was my first clue on what had happened, then my militia commander melted :(  I guess he was standing on the burning corpse/remains, it was a small room.
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Selenite

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I still haven't helped you Deon with the Shadowrun mod :´)
I got a long list of might-todo additions to Genesis however.

Edit: Hmm I think acid mephits start fires too. Not sure.
Current fort had almost total wipeout from first siege (weres, super Whitemane). But elite steel dorf vanquished all foes! Only other survivor was a bedrester. Really ought to put cage traps at hospital entrance. Fort recovered and now have 3 steel 2 othercaste heroes. Out of 64 citizens. Oddly two of 3 steelers are animal trainers. Maybe their mindset leads them to Stare Down Tigers.
-- have a bituminous coal cluster, rare but oh so nice.
-- Noo a bronze statue pounded a random planter to bits! In caves1.
-- changed fuel-stones to 248, degree-symbol. No "gray boulder" from coal mining for me.

Right, want a reaction from 3 1 lead to 1 gold, with two exotic non-ore non-layer non-flux minerals as additional ingredients..

Yeah, Acid Mephits as well as Aspid dwarves starts fire.

The Aspid dwarves' bites melts enemies for me.

Yes, of course they melt, but fires will start as well, not sure what the chance of is though.
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dpara

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I have a Discworld feature request.

Is it possible to mod in stone layers of bone and fat?

And more uses for fat than uh rancid fat statues.
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TomiTapio

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I have a Discworld feature request. Is it possible to mod in stone layers of bone and fat? And more uses for fat than uh rancid fat statues.
Well, it would have to be a mineral (IS_STONE) or soil for it to be diggable. It would be a mineral with the properties copied from fat (or bone). A "bone conglomerate layer" is semi-reasonable. And please don't harvest the world-supporting elephants.

Also, can't control that TurtleFat would be the bottommost, unless give it the bottomness tag [DEEP_SURFACE] from Slade. So can't dictate "bottom two layers are TurtleShell and WorldTurtleFat". Also, no magma veins. Fat is cookable after it's rendered in the kitchen into tallow. You want some fat magic workshop reactions for Bombs and Gnus? Nah. Nah, I say. No "poisonous blade coating" either.

I think the idea for Genesis is "the same fantasy world as vanilla DF, but more variety in everything". And fixes like.. whips not being "goes through any armor because it's blunt" lightsabers.
This week I had a goblin siege last over a season and.. Another Goblin Siege came to support them!
ps. updated http://df-genesis.wikidot.com/dwarf a little
« Last Edit: May 27, 2011, 09:39:12 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

Valience

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Dear sirs,

I am enjoying the mod thus far, been using it for about a week. Fun times.

However, I find that the blast furnace is.... pretty lacking in usefulness if you aren't heavy on steel materials. My current fort is swimming in an ocean of galena however, and I would find it most awesome if the blast furnace were made into a generic "smelt a stack of anything" building instead of just steel. Are there any plans for such a change, or would it go against what you have planned for the building?
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Regardless of what I said previously, DF elves don't chop. They merely coax the wood out of a tree in a manner which is probably sexual. So yes, they are terrible, terrible beings.
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