This mod was always for DF 3d. If you come from Mayday, you can be confused with "vanilla" z-level changing, because Mike Mayday has changed keybindings for z-level moving.
Only the 0.2* versions of DF were 2d, all 0.3* versions are 3d
. You were told wrong.
Tirion: I am busy with exams now (and I was patching my Post-Apocalypse mod for people but mostly for Plumphelmetpunk's let's play
), but once I get rid of my exams, I will focus on Genesis more. Right now I have only mundane creatures and a bit of a work on dwarves, but I definitely have big plans for the interactions. At first, I will definitely port the disease system from Post-Apocalypse mod. I won't make the diseases THAT deadly, but they will also be more fantasy-ish, with magical effects
.
2nd ambush, Fort year 2, recovering from last one. Beastmen come in with 13 monitor lizards, 3 giant eagle, and tons of giant mounts. well over 10 beastmen continue to rape my fort. Anyone else think they're a little OP?
10-men squad in good armor and trained for a year kills them easily in a room with some walls. Add a ranged squad on higher ground, and you will be fine.
Note that there are weapon traps and cage traps. In vanilla they are OP. Here they work nicely, and they should be placed
.
are there any plans on adding new castes for races other than dwarves? it seems fairly unusual to have dwarves with tons of clans, yet only one type of human living in each region, etc.
also,
>page 616
>616
The new desert race (replacing ezrakim elves) will have different elementalists, so yeah, they will have castes. I haven't thought about other races, but they will probably have them too. Also there already were goblins and barghests in Genesis for a long time as different castes.