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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1249349 times)

TomiTapio

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Did you misspell Wendigo? I just got attacked by two Vendigos :P
Not my doing :) They're "blizzard men" supposedly made of ice, from vanilla. Deon wanted to rename them.

Yeah the gigantic & muscular versions are sometimes ridiculously powerful, esp. centaur and werewolf opponents. Muscles and fat protecting vitals A LOT. Headmuscles too protecting brain.

Here a log snippet of how wooden weapon traps work:
Spoiler (click to show/hide)
« Last Edit: June 10, 2011, 05:13:22 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

ETV

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Second fort was aright, it fell to "dwarven error" though.

I'm not incredibly sure how, but my miners, for whatever reason, had managed to actually trap themselves in a deep mine shaft unable to walk up the stairs, just spamming pathing announcements, I couldn't be arsed to saved them, and it was probably a miss-placed stairway somewhere in the rush to get my metalsmith his metal from an embark with the "deep metals" tag, and could I find a single piece of ore?

EDIT; I'm not sure whether I did something wrong or not but it appears a saved embark set-up has corrupted (or something along those lines), previously I had embarked with 0 Points left on the last embark and now with the new embark using a saved set-up turtles became unavailable and furthermore I couldn't afford my 2 Mastiffs (which I found were easily trained to war dogs for only a very small time investment compared to straight up buying the mastiff war dogs).

Most concerning about it was that I didn't get refunded for these missing items!

« Last Edit: June 10, 2011, 06:56:27 pm by ETV »
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SirAaronIII

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Turtles may or may not be available to your civ. Not sure about the point decrease though.
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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."

ETV

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Spoiler (click to show/hide)

Fucking trade liasons owe me a new fortress.

Mandrills had been pestering my fortress and generally causing annoyance for a while until I slapped their packs around a bit only to find more herds spawning on the map, unfortunately for me these guys happened to have spawned as my traders were in.

I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.

I'm not really okay with liasons being able to retaliate with fire of all things in my fortress, and yes those are un-made stone traps, I even had the war dogs ready waiting for some nice chains at the entrance.

I will now hunt down, and extinct mandrills.

Spoiler (click to show/hide)
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Lamphare

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I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.
I'm not really okay with liasons being able to retaliate with fire of all things in my fortress, and yes those are un-made stone traps, I even had the war dogs ready waiting for some nice chains at the entrance.
I will now hunt down, and extinct mandrills.
Spoiler (click to show/hide)

humm, that should teach me to build my water-execution chambertrade post with fire hydrant seperately from the fort it self. And to fragment the fort with multi-z-level passways...
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ETV

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I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.
I'm not really okay with liasons being able to retaliate with fire of all things in my fortress, and yes those are un-made stone traps, I even had the war dogs ready waiting for some nice chains at the entrance.
I will now hunt down, and extinct mandrills.
Spoiler (click to show/hide)

humm, that should teach me to build my water-execution chambertrade post with fire hydrant seperately from the fort it self. And to fragment the fort with multi-z-level passways...

This kind of tragedy wouldn't have happened had I been aware that in genesis the caravan guards could actually summon, and shoot fire bolts.

Think of it as the HFS of Genesis mod, and boy, was it fun.

That layer is essentially the butchery and farming layer, besides having good traffic through outside light for fighting cave adaptation, it prevents miasma if the corpse/butcher should get overloaded with stuff, and to the right is a dug out mountainside with my underground crops, so prepared meat and refuse goes outside with the food supplies.
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TomiTapio

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Fucking trade liasons owe me a new fortress.
I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.
Yeah, forts built on outdoor or indoor grass have that vulnerability. There's firebreathing flayers and lizardfolk, and fire mephit pets... and fire from aspid dorf bites. Fire-immolation Forgotten Beasts too!
one can dig channels or build floors to create "firewalls". They says that designating a stockpile is also fire-stopping...

But it's grand to have events like
-- "NOOO A BUSHFIRE! OUR STOCKPILES! Fire starts in 3 spots! (imp of demonic ambush)"
-- "NOOO bushfire in home/pasture/barracks! Flee!
hero melted! and animalcaretaker. Boiling troll blood clouds!
luckily not all of home is grassy, only the northwest section. giant moose starving, her pasture burned."

This kind of tragedy wouldn't have happened had I been aware that in genesis the caravan guards could actually summon, and shoot fire bolts.
I don't think they can do that. Fire bolt is an adventurer reaction. More likely an aspid caste bite while wrestling.
« Last Edit: June 10, 2011, 09:46:17 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

ETV

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Fucking trade liasons owe me a new fortress.
I was just fine with regular bolts, but the guys start shooting fire bolts and this little mandrake problem just shit all over my crops, my metalsmith, and my fort in general.
Yeah, forts built on outdoor or indoor grass have that vulnerability. There's firebreathing flayers and lizardfolk, and fire mephit pets... and fire from aspid dorf bites. Fire-immolation Forgotten Beasts too!
one can dig channels or build floors to create "firewalls". They says that designating a stockpile is also fire-stopping...

But it's grand to have events like
-- "NOOO A BUSHFIRE! OUR STOCKPILES! Fire starts in 3 spots! (imp of demonic ambush)"
-- "NOOO bushfire in home/pasture/barracks! Flee!
hero melted! and animalcaretaker. Boiling troll blood clouds!
luckily not all of home is grassy, only the northwest section. giant moose starving, her pasture burned."

This kind of tragedy wouldn't have happened had I been aware that in genesis the caravan guards could actually summon, and shoot fire bolts.
I don't think they can do that. Fire bolt is an adventurer reaction. More likely an aspid caste bite while wrestling.

I saw them shooting the arrows which ignited the fire, flaring on impact and such. I was quietly chucklin' at 'em shooting those arrows at these mandrills that were trying to steal everyone's stuff.

Then the fire.

Edit; on the bright side the fires were nice to watch burn the entire map away.
« Last Edit: June 10, 2011, 10:16:19 pm by ETV »
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Dutchling

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I just discovered that recruits that can kill a goblin thief in a 10v1 practice battle will not necessarily win in a 10v5 practice battle versus goblin spearamazones...
Time to find some new friendless and skill-less dwarves to train in the 2nd arena room and hopefully kill the gobbos in the first room once they are ready >.>
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celem

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Ouch, I just ran into centaurs for this first time too and things went somewhat poorly.

I've been playing a lot of FD and deliberately went easy on defenses here.....too easy, just 4 cages by the door.
2 squads of centaurs arrive second summer, I have 8 soldiers in copper plate.  Now 5 and several blokes hopping about on crutches as the centaurs ignored their copper greaves.
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Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

Golcondio

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ADVENTURE MODE CRAFTING --- Genesis Mod 3.25d
« Reply #7300 on: June 11, 2011, 08:27:04 am »

I was trying adding some nifty bone improvements to my gear, but no matter what my bone carving skill is, I get the message
"you practice your bone carving but make nothing of note"

I already tried messing with reaction_wanderer.txt (raising probability to 100%) but to no avail...

Any thoughts?
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TomiTapio

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Re: ADVENTURE MODE CRAFTING --- Genesis Mod 3.25d
« Reply #7301 on: June 11, 2011, 10:14:11 am »

"you practice your bone carving but make nothing of note" I already tried messing with reaction_wanderer.txt (raising probability to 100%) but to no avail... Any thoughts?
Sorry, can't help you there. Some modding is beyond my skills.
« Last Edit: June 11, 2011, 11:46:27 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

Greiger

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I was trying adding some nifty bone improvements to my gear, but no matter what my bone carving skill is, I get the message
"you practice your bone carving but make nothing of note"

The "you make nothing of note" is because you haven't actually created anything.  The game is hardcoded to only mention new items created, it doesn't check for changes to existing items. 

Check the item you improved, it will include the improvements as expected.

P.S. Or well I assume it will be there, I have only encountered that in my own modding and know that it behaves that way on all item improvement adventure reactions.
« Last Edit: June 11, 2011, 10:56:32 am by Greiger »
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Golcondio

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I was trying adding some nifty bone improvements to my gear, but no matter what my bone carving skill is, I get the message
"you practice your bone carving but make nothing of note"

The "you make nothing of note" is because you haven't actually created anything.  The game is hardcoded to only mention new items created, it doesn't check for changes to existing items. 

Check the item you improved, it will include the improvements as expected.

P.S. Or well I assume it will be there, I have only encountered that in my own modding and know that it behaves that way on all item improvement adventure reactions.

Of course, how could I be so blind? I didn't even think to check all objects: I of course tried improving different objects of different materials but the message misled me...
Is it me or there is no quality modifier to the improvement?
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TomiTapio

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Here's a ready-to-play Ironhand-tiles release for fine adventuring, most civs have towns and soundmessages. You'll hear war cries at bandit camps.
Also, White Bronze (CuNi, 75% copper, 25% nickel) and Pentlandite ore (iron and nickel).
Includes my medium region worldgen (civs live in towns, lots of lairs, no bogeymen), my favorite colors.txt, more fun fort-mode announcements.txt.

http://dl.dropbox.com/u/8967397/Genesis_3.25d_Ironhand_easypack_TT-June11b.zip
No music files though, but you can drag them over from your previous installs.
Stonecutter workshop is "g" key now ("s" siege, "S" soaper's), and really useful due to rock maul and rock spear production. (someone should test if rock maul is better than iron maul?)

Edit: Now WinMerging changes to ascii raws... quite a bit, and some things I have failed to copy weeks ago from ascii to Ironhand.

Edit2: Oh damn, had not copied the new trees over to Ironhand side... how could I have missed that? They'll have funny icons for a while until I get around to fixing.

Latest ascii raws: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_AdventureOptimized_June11b.zip
Latest Ironhand raws: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_AdventureOptimized_June11b.zip (this is inside the abovementioned easypack)

These include a crude changelog file now.
Spoiler (click to show/hide)
« Last Edit: June 11, 2011, 11:55:19 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
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