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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1245540 times)

TomiTapio

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Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9510 on: September 21, 2014, 08:19:17 pm »

 
~-~ Dine at my white granite table? OldGenesis 40.13 has come! ~-~

Granite has been replaced with red granite, gray granite, white granite. Because granite is super common and does come in varieties.
Standard grazer on dem critters, except gigantic panda.
If you want more realism, tune the init file grazer param until four sheep require an acre (32x32 tiles). Or one horse per 32x32 tiles.

Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Ironhand.zip
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_Phoebus.zip
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_13_OldGen_ascii.zip


Toady on tile size:
Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made.  It wouldn't make any fewer dragons fit in the tile though.  I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.
« Last Edit: September 21, 2014, 08:28:38 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

HooliganintheFort

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Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9511 on: September 26, 2014, 11:18:27 pm »

Yes!
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infiniteunrest

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Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9512 on: September 29, 2014, 08:57:22 am »

Would a Spacefox version be out of the question?

Downloaded and trouble-shooted this today and look forward to playing this evening. I play on a Mac.

- Infinite
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TomiTapio

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Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9513 on: September 29, 2014, 06:14:41 pm »

I don't think I'll be making a fourth tileset version of OldGenesis, Infiniteunrest. It is all minerals, plants, trees, gems, insects, fish, maybe even the custom workshops that need a tile change when going to another tileset. One can try putting a very-ascii-compatible tileset, or replacing the tiles of Phoebus in a graphics editor.

Have fun and remember to make wooden spears, wooden clubs, stone axes and stone pots! (certain minerals are tagged as EDGEDWEAPONROCK, based on what cavemen used for tools)
Also nice to have a trap corridor full of wooden staff weapons to soften the goblins.
Have too much fat and tallow? 'Feed' them to your animals in the Kitchen!
Too much battlefield litter? Cremate bodyparts in the Kiln.
Hate the cave crundles? Start a grassfire in the caves using a Bonfire workshop. Deliberate grassfire + goblins in wooden cages = justice.

ps. oops, my sig still points to .12 versions.
« Last Edit: September 29, 2014, 06:19:13 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

infiniteunrest

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Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9514 on: September 29, 2014, 06:25:15 pm »

Started playing tonight after fuffing around ages with tilesets. Managed to patch Spacefox over the top. It took me a through tries to get it to launch, but working fine now and any it doesn't recognise it uses Phoebus instead. Please don't ask me how, as I have no idea what I'm doing.

I got mangled a couple of times embarking in terrifying areas, but enjoying the mastiffs and furniture workshop so far. Thanks very much for porting this upwards and keep up the good work.

Do you think this kind of thing will be easier if Mountainhome, the modloader, gets going?
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TomiTapio

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Re: [40.11] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9515 on: September 29, 2014, 10:51:08 pm »

Do you think this kind of thing will be easier if Mountainhome, the modloader, gets going?
Changing from tileset to tileset requires decisions which plants will use which plant tiles (old Ironhand that I use: bush, flower or plant, plant-with-strawberry, tallflower, mushroom, spikygrass, tallgrass(??), wheatlike, ropecoil(vine), melonslice, cactus, fir, basket-of-fruits, tiny tri-leaf, huge six-leaf) which plant uses. Not all tilesets have equally many plant tiles.
Also the trees' leaves are fun to vary -- I use the low spiky grass as the conifer needles.

A modloader will help with, for example, what civilizations to include, what bonus monsters/pets to include, what extra workshops to enable, what languages civs will use.
« Last Edit: September 29, 2014, 10:52:50 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

TomiTapio

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OldGenesis mod update to .14 comes as soon as I set aside two hours to do some testing. Raws merging is already done.
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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

HooliganintheFort

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Cannot wait! Finally my dwarves can use step ladders in Old Genesis.  :D
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TomiTapio

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~-~ Come sit at my white granite table and eat bananas while sad. OldGenesis 40.15! ~-~

.13 I added: Granite has been replaced with red granite, gray granite, white granite. Because granite is super common and does come in varieties.

Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Ironhand.zip
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Phoebus.zip
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_ascii.zip
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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

Socrates1337

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Can a Xen infector implant eggs in you in adventure mode?
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TomiTapio

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Can a Xen infector implant eggs in you in adventure mode?
No, since my current versions have "--xen infector removed." instead of the creature being there.
Didn't fit in with the idea of "Dwarf Fortress Complete".
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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

HooliganintheFort

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Is the mod still going to be updated?
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sumusiko

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Is this mostly a Adventure mode mod or mostly a dwarf fortress mode? I mean this mod affects the most which of them?
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TomiTapio

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Is the mod still going to be updated?
Yeah, eventually. Not feeling like DF these days. The latest DF versions seem to have been just "swap out the executable and data/index".

Is this mostly a Adventure mode mod or mostly a dwarf fortress mode? I mean this mod affects the most which of them?
It is both. I used to play and enhance it in fort mode mostly. It is cool to have three quality levels of wood.

Biggest changes in adventure are the weapon tunings, bleeding and pain tunings (so arrow to bird's toe -> bird faints! doesn't happen), new creatures, Deon's adventurer crafting stuff, and the VOCALIZATIONs I have added to people and creatures.
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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

marcelteaching

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Guys, just a question, how satisfying is this to play as adventurer mode?  I am currently playing the wanderer mod.  I really enjoy the crafting system.  Does this work with a graphic toolset? 
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