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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246344 times)

Deon

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I'm running Windows XP. I've figured out the problem. Its with the music. If one deletes the music files it won't cashe your
computer into a reboot.
It means that you lacked some codec which I used to encode the .ogg music files. It's weird, but it is a possible problem :).

So I've run into a difficulty that I haven't found, before, in the Mod.

Each game I've played with the latest version has been prolific with sieges (I'm talking about 7+ invasions during the first few months of the turn of the first year).  I beat them back with an alternate series of traps and meat dwarshields, but then the "difficulty" shows up...

My siege flag doesn't go away.  Ever.  All invaders are dead, their items are being happily divided up amongst the rest of the dwarfs, I have the only path into my fortress open for months, and there's no listing of "invader" under the unit list.  I've even downloaded Runesmith to check the amount of creatures currently in my region that might be hidden, and there's nothing that would indicate an invader is still hanging about.

I'm caught in endless sieges of nothing.  No caravans.  No migrants (darn freeloaders, anyway).  Nothing.

Doesn't even help when new invasions show up, get killed, or just pack up and leave.  I'm always in the middle of some non-existent siege.

Anyone had this creep up on them?  More importantly, anyone have a work around?
Also try to kill all caged invaders. It's a bug from the vanilla but I don't remember how to fix it. I'll try to search.


P.S. Here it is:
http://www.bay12forums.com/smf/index.php?topic=19787.msg208207#msg208207

Try to use some utility. Ask in DFHack thread, I am sure someone will give you a solution.
« Last Edit: June 17, 2011, 02:46:28 pm by Deon »
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

dimosa

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ORC FORTRESS

This is the latest stable version and has most of the bugs fixed. If everything works as it should there shall not be anymore uploads until all extra features are added.




Features
Spoiler (click to show/hide)

Changes
Spoiler (click to show/hide)

Known bugs
Spoiler (click to show/hide)


Planned features
Spoiler (click to show/hide)

Download


For any suggestions just pm me on the forums.
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For the latest orc fortress got to http://dffd.wimbli.com/file.php?id=4529
All tips and suggestions are welcome!

Trapezohedron

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ORC FORTRESS

This is the latest stable version and has most of the bugs fixed. If everything works as it should there shall not be anymore uploads until all extra features are added.




Features
Spoiler (click to show/hide)

Changes
Spoiler (click to show/hide)

Known bugs
Spoiler (click to show/hide)


Planned features
Spoiler (click to show/hide)

Download


For any suggestions just pm me on the forums.

Note that while orcs are based mostly on japanese culture and warriors, there are a few tidbits of chinese in it. You might want to add a few parts of chinese in your game.
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Thank you for all the fish. It was a good run.

kerlc

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Dutchling

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whats wrong with the way wooden doors look in the Ironhand version? stone doors look normal but the wooden ones look like two spiraling lines on a black square...
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TomiTapio

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whats wrong with the way wooden doors look in the Ironhand version? stone doors look normal but the wooden ones look like two spiraling lines on a black square...
I think that's the same icon as for glass/crystal doors(Portals).
Anyways the raws for doors are hardcoded, only thing you can change about them is the corresponding graphics tile in the tileset.

For a lark I made a easy visualization of Ironhand, with the transparancy replaced with color: 200% size.
(lately been interested in the tree tiles for my new ones)
Spoiler (click to show/hide)

ps. first thief gets it, from two hunters.
Spoiler (click to show/hide)
« Last Edit: June 18, 2011, 09:48:56 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

dimosa

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like Dao and Jian? and Go?

Sounds like a idea, maybe change the chess table into do and add a few Chinese weapons, i'll look into it.
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For the latest orc fortress got to http://dffd.wimbli.com/file.php?id=4529
All tips and suggestions are welcome!

Dutchling

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whats wrong with the way wooden doors look in the Ironhand version? stone doors look normal but the wooden ones look like two spiraling lines on a black square...
I think that's the same icon as for glass/crystal doors(Portals).
Anyways the raws for doors are hardcoded, only thing you can change about them is the corresponding graphics tile in the tileset.

For a lark I made a easy visualization of Ironhand, with the transparancy replaced with color: 200% size.
(lately been interested in the tree tiles for my new ones)
Spoiler (click to show/hide)

which one is the portal / wooden door? I've been looking at it for at least 10 minutes and I still can't find it >.<
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arclance

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whats wrong with the way wooden doors look in the Ironhand version? stone doors look normal but the wooden ones look like two spiraling lines on a black square...
I think that's the same icon as for glass/crystal doors(Portals).
Anyways the raws for doors are hardcoded, only thing you can change about them is the corresponding graphics tile in the tileset.

For a lark I made a easy visualization of Ironhand, with the transparancy replaced with color: 200% size.
(lately been interested in the tree tiles for my new ones)
Spoiler (click to show/hide)

which one is the portal / wooden door? I've been looking at it for at least 10 minutes and I still can't find it >.<
This wiki page gives the tile numbers next to their tile image with what they are used to represent in vanilla.  It should be correct for hardcoded things like doors.
http://df.magmawiki.com/index.php/Character_set
A quick search gives this for wooden doors. 
 
Row 12 (176-191)
186 ║ Smooth/constructed walls, bridges, wooden doors, center catapult tile, center Ballista tile, axles, fortress walls on travel map

I circled it on the previously posted tileset for you.
Spoiler (click to show/hide)

Portals are

Row 05 (064-079)
79  O  Trade depot post, glass portal, Tile in Farm Workshop, column$, wall construction, Giant Olm, full moon on travel map, text

It is just the letter O.
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
Sigtext

dimosa

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For those that are interested, i'm currently on inserting castes. I wanted to base it on locations where there could be orcs.

So far i have
-Jungle ( mainly )   more poisen resistance
-Mountain (fairly regular ) tougher, better cold resistance
-Plain ( less often )  better archers more agile
-desert ( rare)  require less foods and drink ( if able to set that ) and more heat resistance.

have not yet desided what the specifc attributes are of the castes. If anyone knows other castes that would be nice to add, just give out a shout.

Also looking for a way to make orcs depressed if underground for a prelonged period of time. If anyone knows how to do that, also just give me a shout or a pm :)
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For the latest orc fortress got to http://dffd.wimbli.com/file.php?id=4529
All tips and suggestions are welcome!

Acemyster

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Is it normal to get map gens like this using this mod?
Spoiler (click to show/hide)

This is using Legend Viewer and I don't know if it's a bug or the populations really are that off-balance, because every time I gen a new world I get werewolf towns occasionally exceeding 30,000+ and hamlets with every building having at least 2 werewolves per tile.

This is a 250 year history btw.
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Trapezohedron

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Something balanced like steel dwarves and jade dwarves.

In short, add a powerful caste, a medical caste, a smart caste, and an ordinary yet tough caste. From there, you can add whatever caste you want like the fly-so-high mushie dwarf type and the brooding gloomy emo type. And dhampirs.
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Thank you for all the fish. It was a good run.

TomiTapio

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Is it normal to get map gens like this using this mod?
This is using Legend Viewer and I don't know if it's a bug or the populations really are that off-balance, because every time I gen a new world I get werewolf towns occasionally exceeding 30,000+ and hamlets with every building having at least 2 werewolves per tile.
What is normals in Dwarf Fortress? :*?
Heh, I think it's because the bastards don't need to eat, they breed out of control. Or they eat a million pet dogs which don't need to graze. In island places where they can't have combat/wars to limit their numbers. Check if they had any wars in their past.

Checked my two latest worlds: 200 weres in world A, and three 201-were places in world B. Maybe me forcing them to default site type: city limits them.
But: everything is fluffed up until Toady's Next Big Release.

Edit: did some adventuring now, and war hammers and spellwood clubs got better.

My current Ironhand raws: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand__WarDomestics_June19.zip
okay now enough changes have accumulated to put out a sub-release.
Spoiler (click to show/hide)
« Last Edit: June 18, 2011, 10:49:49 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

kerlc

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i think the "make steel bars (using pig iron)" reaction is broken. i have acces to coarse iron, pig iron, coal, even iron bars, but it doesn't work! help?
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Nistenf

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