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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246255 times)

TomiTapio

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Use ">" and "<" on your keyboard to change which z-level you're viewing. Then mouse-paint the "d-i" updown-stairs where you want. Hold down left mouse button and ">" at the same time to easily command 50 updown-stairs.
More info: http://dwarffortresswiki.org/index.php/Dwarf_fortress_mode#Cursor_Movement.2C_Menu_Selection.2C_and_Navigation
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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

crazz2323

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Ok this is starting to make more sense now. I was told on the DF forums the following:
"Genesis is still in version 31.25, which was the version before multiple-z designations was introduced. In other words, you do multi-z designations one z-level at a time (or macros). Deon probably decided not to update due to the colossal changes in the raws that occurred in 34.01, especially the introduction of the interaction system. He'd probably have to rewrite around 2/3s of the mod in order to update it properly, so he simply hasn't."

So this Genesis mod uses an older version of Dwarf Fortress. The multi z-level feature was not implemented yet.
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Deon

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You have to get TomiTapio's patch for the latest version, check the first line in the first post. Sorry if I confused you, I was sleepy when I replied before.
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crazz2323

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Thanks! I am using it now.

You have to get TomiTapio's patch for the latest version, check the first line in the first post. Sorry if I confused you, I was sleepy when I replied before.
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Jackledead

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Deon and Tomi, how often do you guys actually play Dwarf Fortress? I find myself on the forums more than the game sometimes.
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Battle Axes.
Make you feel like a Lumberjack!

More like a Limberjack
-bitesh

TomiTapio

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Deon and Tomi, how often do you guys actually play Dwarf Fortress? I find myself on the forums more than the game sometimes.
Sometimes I take a 3-6 month period when I'm away from DF. It's hard to predict. I don't do random topics on the forums.
Then there's a new vanilla DF and I'll do a test fort or six... 3x3, 3x2, 2x2 embarks. I love high fps.

Edit: hmm haven't done a magma-powered metalworks in quite a while. Sometimes I do "outdoors only" forts, for variety and the pretty crossbow volleys. Mining only by channeling down from fresh air.
« Last Edit: May 12, 2012, 05:59:12 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

Arbinire

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I've done some testing and for people who'd like it, the version of Dwarf Therapist that comes with Meph's Masterwork mod works swimmingly with Genesis.
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Tirion

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Just an idea, if a plant is fire-proof, are all of it's products fireproof too? Thread and cloth, for example? It would be good to have such a plant appear upon the breaching of MAGMAAAA, combined with making the Obsidian dwarves fireimmune, there could be squads dedicated to salamander killing. One of those things easily wiped out a dunedweller caravan alone, guards didn't even get close.
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

TomiTapio

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Just an idea, if a plant is fire-proof, are all of it's products fireproof too? Thread and cloth, for example? It would be good to have such a plant appear upon the breaching of MAGMAAAA, combined with making the Obsidian dwarves fireimmune, there could be squads dedicated to salamander killing. One of those things easily wiped out a dunedweller caravan alone, guards didn't even get close.
Already have the nether-cap tree, magmasafe magical wood. http://dwarffortresswiki.org/index.php/DF2012:Nether-cap
Might be fun to have fixed-cold-temp magic leather and magic cloth, yeah.
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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

Taren

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Though I have toyed with the idea of removing beastmen, as how tough they are depends even more so on how good the start conditions are, this is true to an extent to anything but more so early on. On balance I kind of like the beastmen early challenge, its the early caravans that could do with some buffing, they get slaughtered as I fall back to waiting behind my traps. With all the nasties this mod has I am surprised the caravans haven't been given a fighting change :D. One or two more guards wouldn't go amiss!

I also have a second lower level hall now, so I just hold them at the outer doors if my traps fail to kill enough to rout them, and set up some extra stuff there. I don't know if cages cause the same panic that stone+weapon traps do on killing attackers, do so I stick with those at the moment.
« Last Edit: May 13, 2012, 06:31:00 am by Taren »
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Mrhappyface

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Re: Genesis Mod [ 3.29 ] - TomiTapio's unofficial update
« Reply #9250 on: May 13, 2012, 09:38:20 am »

I made a legendary non-mage Domple adventurer that brought about the Age of Legends nerly single-handedly. Fuck steel and shield. Thanks Deon and Tomi.
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This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

TomiTapio

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With all the nasties this mod has I am surprised the caravans haven't been given a fighting change :D. One or two more guards wouldn't go amiss!
Cannot command more or different caravan guards. What can do, is buff the whole race by giving everyone natural skills in dodging, armor use, melee combat, or physical attributes. But then that race's adventurers would be boosted too.

Maybe I'll put out an minor-additions unofficial Genesis in the following days. (2-3 new animals, 3-4 new real-world trees, beastmen skills down a little, many new toys)
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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

Meph

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You can add or remove caravan guards though, and if entities bring wagons, they bring more guards, one per extra wagon. Natural skills would work as well, but if you start a war with the race it might prove a bit unbalanced.
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peskyninja

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Sorry if this has been asked before: I just started genesis in ASCII and there seems so be somesort of "sepia" effect, there's no way to turn this off?
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Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.

Taren

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With all the nasties this mod has I am surprised the caravans haven't been given a fighting change :D. One or two more guards wouldn't go amiss!
Cannot command more or different caravan guards. What can do, is buff the whole race by giving everyone natural skills in dodging, armor use, melee combat, or physical attributes. But then that race's adventurers would be boosted too.

Maybe I'll put out an minor-additions unofficial Genesis in the following days. (2-3 new animals, 3-4 new real-world trees, beastmen skills down a little, many new toys)

Sounds good! :) Either that or if its possible to buff the caravan guard only, by adding a specific type guard class that comes with it, not a generic? Throwing ideas out there, to what is an outstanding mod, thank you.
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