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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1245357 times)

TomiTapio

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Anyone got an hour and a nice English-to-Latin dictionary? You could look up the latin words for the following:

Spoiler (click to show/hide)

ps. OldGenesis persons have sex organs, wombs and breasts. Can get nasty battle injuries. Doesn't affect babymaking.
There are also rude words in the language files, which the other mods don't have.
I have set _loads_ of animal speeds to real-world km/hour numbers. See the included "Tomi - gaits with realworld data.txt"

Code: [Select]
_OldGenesis_ is a Dwarf Fortress mod by Deon, with loads of additions by TomiTapio.

Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.
TomiTapio updated this from 2012-DF to 40.0x during 2014-07-15 to 2014-08-07. Took 22-28 hours.

------------------------------------------------------------------------------
Features by Deon:
- Adventure mode crafting and spells
- 10 dwarven castes, they learn at different speeds. [Domple and Shield caste by TomiTapio]
- 16 races/subraces
- ~100 new unique creatures
- 50+ new items (toys, weapons, armor)
- Reworked plants and trees, many new plants and trees were added.
- Evil and good biomes have more diverse plantlife/trees.

- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy transmuting metals to other metals (often 3:1 ratio).
- Material and tissue overhaul; combat is deadlier and more realistic.
- Caverns have visually noticeable difference in plants and critters; no longer caverns 1 will look the same as caverns 2 or cavens 3.
- New custom night creatures and bogeymen for your adventurers.

- gender-specific bodyparts, for brutally awful realism. Crotch, phallus, testes, wombs, breasts. Can get nasty battle injuries. Doesn't affect babymaking.
- There are rude words in the language files.

- Dozens of new workshops.
- stonecutter/grinder workshop for making certain items from stone.
- furniture workshop

------------------------------------------------------------------------------
TomiTapio has added lots:
- Finnish language on some civilizations
- instead of one leather, we have 1: suede 2: leather 3:toughleather(rhino,elephant,pekyt) 4:demonskin 5:dragonskin and fur (a type of expensive pretty leather from certain fur mammals)
- More tree species and three classes of wood:
regular (value 1 birch, fir, pine, cork oak etc.),
fairwood (value 2 beech, yellow satinwood),
goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc. real-life furniture woods.)

So one can manage which logs go to furniture and which to fuel.
Tip: designate with mouseclicks which logs to dump away from the fuel-wood stockpile. Good wood is set to dark red.
Tip: use "charcoal the cheap wood" reaction to make charcoal from the junk pine/fir/birch.
rowan, redwood, redcedar, hickory, holly, yellow birch, silver birch. loblolly pine, spruce, noble pine.

- New minerals based on Real Life (fluorspar, biotite(dark iron-rich mica), migmatite(gorgeous), hornfels, greenstone, elvan, zeolite(in your laundry powder), syenite, scoria, pumice(porous volcanic), augite, azurite, corundum, sphene, barite, pegmatite. Pink Marble, Pure[best] Marble, Black Marble[bitumin-darkened limestone], rapagranite(circular patterns granite) ). Pentlandite ore (iron and nickel).
- Many tiers of leather. Small critters provide barely useable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.
- new animals, including boa, python, bronze statue, pelican, swan, forest cat, bulldog, mastiff, spaniel, giant otter, wandering human monks (a type of hostile animal).
- White Bronze (CuNi, 75% copper, 25% nickel, a real alloy, corrosion-resistant for seawater)
- Pentlandite ore: gives iron and nickel.
- bleeding and pain tuning, weapon tuning. Don't want pain-fainting from "wooden bolt to the toe"!
- flavor: add ice to swimming pool (does nothing), feed excess meat to animals (just to vanish the meat), melt ice boulder to water (useful on glacier embarks)
- adventure mode: Most civs have soundmessages. You'll hear war cries, praying, burps and shouting at bandit camps and towns.
« Last Edit: December 22, 2015, 08:53:11 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

TomiTapio

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Ok the Ironhand version has now been tested. Here's the file! Try adventuring at least 15 wildlife-kills worth.

~-~ OldGenesis arrives yet again! Now 0.42.03 all papery and dancey! ~-~

Ironhand: http://dffd.bay12games.com/file.php?id=11544
Phoebus: working on it
ascii: working on it

Next up, test the ascii two hours, carry the 500 changes to Phoebus, test the Phoebus two hours.
« Last Edit: December 24, 2015, 01:27:46 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

Aleksanderus

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OldGenesis persons have sex organs, wombs and breasts. Can get nasty battle injuries.
Well now I can rape my victims  with... "things"
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Quote
his title changed to "thruthful chills"
Also known as : "Believe me when I say this guy is a psychotic murderer".

Darkond2100

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Are there in-game descriptions for the modded reactions?
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your hoard, your dwarves, and your fortress.
I prefer Hoard, Horde, and Hovel...

TomiTapio

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Are there in-game descriptions for the modded reactions?
Hmm... how would they fit in-game... mostly it's "build this OldGenesis-only workshop, see what reactions it offers" like kiln offers "cremate bodyparts" and Altar Of Nature offers "sac horns&teeth, seeds".
Yeah it's hard to know that the vermin-remains burning belongs in the Kiln workshop.

I should write a short "Workshops and reactions" help file then. Someday. Tomorrow might get the Phoebus OldGenesis out.

Looks like the 2012 Genesis-mods website is no longer there, that's no help

Much reactions explained on this thread's first five posts! Link: http://www.bay12forums.com/smf/index.php?topic=52988.0
« Last Edit: December 24, 2015, 03:11:53 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

Putnam

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Reactions now accept a [DESCRIPTION:some arbitrary string] token for in-game documentation, with multiple [DESCRIPTION:x] tokens making multiple paragraphs. That was what was being asked.

TomiTapio

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Reactions now accept a [DESCRIPTION:some arbitrary string] token for in-game documentation, with multiple [DESCRIPTION:x] tokens making multiple paragraphs. That was what was being asked.
Oh I see. I might add some of those later. Thanks master Putnam.

*tests Phoebus ver*
Hmm, worldgen crashes often on "finalizing sites".... but not always.
*adventure test, naked outsider* *nothing interesting found*
*fort test* *DARK DWARVES? in cave layer 1. This site is crap, the caves too hostile, too little foraging topside.*

Okay that's testing done on Phoebus and ascii, the worldgen crashes like 80% of the time but we can live with that.

~-~ OldGenesis arrives yet again! Now 0.42.03 all papers and dances! ~-~

Phoebus: http://dffd.bay12games.com/file.php?id=11549
Ironhand: http://dffd.bay12games.com/file.php?id=11544
ascii: http://dffd.bay12games.com/file.php?id=11550

Enjoy! And do try the rock weapons and wood weapons, since not all locations have weapon-metals. 30 wooden spears in a trap, right?

« Last Edit: December 24, 2015, 07:58:47 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

Wolpertinger

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Thanks for your work, great mod  :D

First world gen crashed with Phoebus, second worked.

Running it with an unofficial version of DFHack.

One problem: grazing/walking on grass reveals the sand below it, but vegetation doesn't grow back resulting in grazing animals to be unsustainable.

Everything else works like a charm til now.

Another question: Is there a way to reduce civilization expansion during world gen?


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TomiTapio

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Thanks for playing OldGenesis!

One problem: grazing/walking on grass reveals the sand below it, but vegetation doesn't grow back resulting in grazing animals to be unsustainable.

Another question: Is there a way to reduce civilization expansion during world gen?
hmm.. is grass supposed to grow on sand? I forget. OldGenesis has different grasses on different biomes.
One can try having a soil-layer cave where the cave grasses grow, and put animals there. (the Pekyt-sheep love caves and yield ToughLeather) I saw cave-grass growing before my eyes, in a test fort.

How to make people breed less often:
-littersize 1. Most civs already have this.
-Baby stage or child stage very long. [CHILD:50] then you're allowed to breed after 1+50 years.
-low max-age, make them die young.
-male ratio high, female ratio low (fewer babymakers)
-play with the [MAX_POP_NUMBER:300] and [MAX_SITE_POP_NUMBER:99] variables. I don't think they'll limit a civ to "MAX_POP_NUMBER:300" though.
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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

Wolpertinger

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Quote
hmm.. is grass supposed to grow on sand? I forget. OldGenesis has different grasses on different biomes.
One can try having a soil-layer cave where the cave grasses grow, and put animals there. (the Pekyt-sheep love caves and yield ToughLeather) I saw cave-grass growing before my eyes, in a test fort.

Thought it might be a bug, because there was an initial vegetation and you can plant on sand. Maybe it is just an inconvenient embark spot and this just displays the destruction of the natural habitat by civilizations.

Will try your suggestions for birth control for the next world.

Thank you! 
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TomiTapio

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~-~ An update is you! OldGenesis 0.42.04  ~-~

Phoebus: http://dffd.bay12games.com/file.php?id=11589
Ironhand: http://dffd.bay12games.com/file.php?id=11588
ascii: http://dffd.bay12games.com/file.php?id=11593

2015-12-29: updated to 0.42.04
- vanilla 0.42.04's changes added, including the typo fixes I found in .03
- seeds from processing flax/jute/ramie/hemp/cotton/kenaf/papyrus.
- mountain goat added
- penguins got speeds (gaits)
- hoary marmot man&giant versions not added -- OldGenesis has fewer "animal man" creatures. Many silly animal men not added.

Some documentation:
Code: [Select]
- Adventurer crafting: just read reaction_wanderer.txt please.

Our Workshops and their reactions:
---
bonfire by Warlord255: start a grassfire on purpose. Burn outdoor invaders! (or controlled soil-room of grass)
"Ignite large fire" very hot
"Ignite small fire"

train crutchwalking at its own workshop "Training Crutch".

Anatomical theater:
"train wound dressing"
"train suturing"
"train bone setting"
"train surgery"

Weight set:
train weights (shield)
train weights (armor)

Training dummy: sword, spear, axe, hammer, mace.

Swimming pool:
add ice (does nothing; just for fun)
Swim (swimming skill)

Play rockball at rockball field (throwing skill, they throw boulders for sport)

Obstacle course: train dodging

Philosopher's garden:
debate yourself(judging intent)
meditate(concentration)
perform a comedy (comedy skill)
perform a drama (console skill)

Screw press:
"melt ice to bucket" reaction by Malecus
"press water from plants", into bucket, reaction by Malecus
----
Kitchen:
"bake bread" from flour, needs BREAD_MAT plant-cheese.
"make candy", needs CANDY_MAT plant mill-product (sugarcane, sweet pod, crystal cane)
"feed meat to pets", for getting rid of excess tons of meat.
"feed fat to pets", just vanish it
"feed tallow to pets", just vanish it
----
Stonecutter/grinder:
Only the easily-workable stones EDGEDWEAPONROCK can be used for most of these.

"cheating rock pick", make a pick without metals. For emergencies.
"craft rock anvil"

"grind rock salt". Salt mineral into foodcomponent. (leaf of hidden plant 'saltfromminerals'.)
"grind non-economic rocks (10)" junk stones away, small chance of finding useful ore.

"craft rock axe"
"craft rock maul"
"craft rock mace"
"craft rock club"
"craft rock spear" a "crude spear" less-sharp weapon.
"craft rocktip bolts (50)" stone-age tech (uses ROCKTIP plant's wood)
"craft rocktip arrows (50)" stone-age tech (uses ROCKTIP plant's wood)

Craft rock animal trap
Craft rock chain
Craft rock crutch
Craft rock mechanism
Craft rock mechanism (magma safe)
Craft rock blocks (magma safe)
Craft cement blocks

Craft rock menacing spike
Craft rock serrated disc
Craft rock giant axe blade
Craft rock corkscrew, difficult
Craft rock spiked ball
Craft rock splint
Craft rock traction bench
Craft rock tube section

Craft rock vials
"craft rock bucket" (I've seen one on television, good for hot coals)
"craft rock flasks". It's like stone mugs, but flask/canteen shape.

Cut obsidian into gem
Cut large gem into gems

----

----

Charcoal furnace: convert cheap (value 1) wood into charcoal, convert nice wood into charcoal, convert best wood into charcoal.
"charcoal from cheap wood" 2 units of charcoal from 22-40 kg haulful of wood.
"charcoal from nice wood"
"charcoal from best wood"

Smelter:
iron ore into coarse iron, which needs further refining.
"make coke from peat"
"make coke from anthracite"
"make coke from bituminous coal"
"make coke from lignite"
"make brass bars (use ore)"
"make brass bars (use bars)"
"make bronze bars (use ore)"
"make bronze bars (use bars)"
"make pig iron bars" iron + coal -> pig iron
"make white bronze bars" CuNi, 3 copper 1 nickel -> 4 white bronze

Finishing forge:
"hammer coarse iron" pure_iron into weapons-grade iron (improve its carbon content).
"make steel bars (using pig iron)" iron+pigiron+coal -> steel

Crucible:
"make steel bars (crucible)"
"make black steel bars" ilmenite + coal + green glass -> black steel
Magma crucible: "make red steel bars (magma)" from steel and bauxite.

Blast furnace:
> Make batch of steel bars from ore
6 iron ore boulders +  3 flux stones + 4 coal -> 6 steel bars
Requires fuel
(Furnace operating)

> Make batch of steel bars from bars
6 iron bars +  3 flux stones + 4 coal -> 6 steel bars
Requires fuel
(Furnace operating)

Alchemy:
> Create artificial rubies
3 cut clear glass + gold bar = 3 cut rubies

> Create artificial star rubies
3 cut crystal glass + gold bar = 3 cut star rubies

> Transmute aluminum into mithril
aluminum bar + brimstone boulder = mithril bar + 75% brimstone boulder

> Transmute billon into tin (2 to 1)
2 billon bars + flux boulder = tin bar + 75% flux boulder

> Transmute brass into tin (2 to 1)
2 brass bars + flux boulder = tin bar + 75% flux boulder

> Transmute cobalt into iron (2 to 1)
2 cobalt bars + flux boulder = iron bar + 75% flux boulder

> Transmute copper into gold (2 to 1)
2 copper bars + flux boulder =  gold bar + 75% flux boulder

> Transmute gold into copper (2 to 1)
2 gold bars + flux boulder =  copper bar + 75% flux boulder

> Transmute gold into sun gold (2 to 1)
2 gold bars + orthoclase boulder =  sun gold bar + 75% orthoclase boulder

> Transmute lead into tin (2 to 1)
2 lead bars + flux boulder = tin bar + 75% flux boulder

> Transmute silver to moon silver (2 to 1)
2 silver bars + selenite boulder =  moon silver bar + 75% orthoclase boulder

> Transmute zinc into tin (2 to 1)
2 zinc bars + flux boulder = tin bar + 75% flux boulder

----
Furniture workshop:
craft clear glass bed (b)
craft green glass bed (B)
craft crystal glass bed (Alt+b)
craft clear glass grate (g)
craft green glass grate (G)
craft crystal glass grate (Alt+g)
craft clear glass bin (i)
craft green glass bin (I)
craft crystal glass bin (Alt+i)
craft clear glass slab (s)
craft green glass slab (S)
craft crystal glass slab (Alt+s)
craft clear glass barrel (r)
craft green glass barrel (R)
craft crystal glass barrel (Alt+r)
craft rock bed (e) - cloth on top of rock.
craft rock bin (n)
craft leather bin (l) - lighter than most wooden bins.
craft wooden millstone (m)
craft wooden quern (q)
craft wooden staff - needed for Altar of Nature
craft wooden spear - deadly enough, on wildlife
craft wooden dagger
----
Kiln:
cremate bodyparts [might want to spin the animal hair into thread first]
cremate remains [vermin bodies]
----
Altar of nature:
"sac rat remains, seeds" sacrifice vermin
"sacrifice ashes, wood" might get cave wood logs
"sac horns&teeth, seeds" get rare seeds
"sac bodyparts, ash&copper"
"sac more parts, wood" needs seven pieces in.
"cheese grows fungiwood" edible or rotten cheese in.
"make ice with nether-cap" uses air moisture. usually melts right away. Useful in zero-water embark?
----
Altar of war:
"sacrifice copper weapon" 2% chance of legendary blacksteel weapon
"sacrifice iron weapon" 4% chance of legendary bronze weapon
"sacrifice steel weapon" 8% chance of legendary blacksteel weapon
----
Minerals:
Pentlandite ore.
at the stonecutter/grinder : make cement blocks, by combining certain stones with certain sands.
much price adjustments.

- Goethite, Apatite: Goethite as a low-iron ore, appears in swampy soil; apatite as a new layer rock, with two new lead ores appearing in it.
- New metals and ores: Cobalt, Goethite (iron ore found in soil), black steel, red steel.
- Coarse iron: The iron you get from the iron ores cannot be used for weapons/armor. You have to harden it in a finishing forge
- Charcoal furnace: An effective way to make coal.
- Blast Furnace: Suited for mass-smelting.



Metals:
meteorite (good rare steel)
sun gold, elf-only
ironwood (SPELLWOOD metal), elf-only
White Bronze (CuNi, seawater corrosion resistant)



Toys:
Shaman ring, needed for building Altar of War and Altar of Nature.

Food:



Plants:
glowstring grass makes valuable thread and paper.
Blueshroom, inedible, for dye.

Biome-specific grass:
Tundra:
- polar grass, moss.
- lichen - savage region.
Not freezing:
- sparkly grass, transparent grass - good regions.
- wormy tendril, oily grass - evil regions.
- thorny grass - savage region.
- fungal eyestalks - savage evil region.

Grassland: meadow grass.
Forest: forest grass.
Savanna: savanna grass.
Swamp, marsh: swamp grass.
Mountains: highland grass.
Desert/badlands: pebble plant.

Caverns 1: cave moss, floor fungi.
Caverns 2: red moss, purple moss.
Caverns 3: crystal lichens, glassy moss.

« Last Edit: December 31, 2015, 07:50:07 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

Comito

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Keeps crashing on worldgen for me, right when it finishes or I stop it at a certain year.
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TomiTapio

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Keeps crashing on worldgen for me, right when it finishes or I stop it at a certain year.
Yeah worldgen can crash 50-80% of the time, finalizing the sites. Vanilla DF crashes way less because it has way less civilizations.

Here are premade medium-region worlds for the three tilesets:
Ironhand: https://dl.dropboxusercontent.com/u/8967397/DF42_04b_OldGen_Ironhand%20premade%20medregion.zip
Phoebus: https://dl.dropboxusercontent.com/u/8967397/DF42_04b_OldGen_Phoebus%20premade%20medregion.zip
asciii: https://dl.dropboxusercontent.com/u/8967397/DF42_04_OldGen_ascii%20premade%20medregion.zip

*tries to roll a Phoebus world*
Phoebus seems to crash more than the other two, how odd. Same raws except different plant/treepart/mineral/tool/vermin tiles...
two in 15 didn't crash. Hehe. One of them had very few people/civs.
« Last Edit: January 02, 2016, 08:40:24 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

Arvoitusmies

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Great mod but some things are unfinished. Example: [PLANT:ELM] is missing all [EDIBLE_*] tokens and [SEED:elm samara:elm samaras:...] token making elm drop blank-named black stuff that is gathered and then being displayed in stocks as nothing etc. And the shroom clan description makes it seem as they'd give birth to multiples most of the time but I guess that isn't true as there isn't any [LITTERSIZE] or anything on them.
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TomiTapio

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Great mod but some things are unfinished. Example: [PLANT:ELM] is missing all [EDIBLE_*] tokens and [SEED:elm samara:elm samaras:...] token making elm drop blank-named black stuff that is gathered and then being displayed in stocks as nothing etc. And the shroom clan description makes it seem as they'd give birth to multiples most of the time but I guess that isn't true as there isn't any [LITTERSIZE] or anything on them.
Thanks for the bug report! I don't think I meant to have the elm bits edible, but let's give it a go. I'll add the shroomer littersize too. Well, all other castes have [MULTIPLE_LITTER_RARE] but shroomers not.

You reckon other trees are missing the SEED token too?
hmm, every seed_template seeds already have [EDIBLE_COOKED], from the material.

What kinds of instruments should OldGenesis have?

Current download stats on DFFD: OldGenesis .04 at 101 downloads, OldGenesis .03 at 98 downloads.
« Last Edit: January 04, 2016, 04:44:50 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
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