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Author Topic: Mesolithic Humanity (5000BCE)  (Read 28134 times)

Azkanan

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Re: Mesolithic Humanity (5000BCE)
« Reply #15 on: February 18, 2011, 04:09:37 pm »

Also, you probably want aurochs.

I have fauna covered, easily. :D I have far too many that I'd like... A list of what creatures, and when they were there. :|
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Stone Wera

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Re: Mesolithic Humanity (5000BCE)
« Reply #16 on: February 18, 2011, 04:32:50 pm »

You've piqued my interest. Do you have a projected date as to when this will be done? Even a guess would be appreciated.
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Sirdrake

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Re: Mesolithic Humanity (5000BCE)
« Reply #17 on: February 18, 2011, 04:41:12 pm »

shoudnt you be focusing on getting C:Y3K done

2 mods at once that must be time consuming
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PTTG??

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Re: Mesolithic Humanity (5000BCE)
« Reply #18 on: February 18, 2011, 04:48:37 pm »

though I can't think of a way to prevent ultra-deep mining
Copy "stone" several times and give most of them UNDIGGABLE.

Perfect. On reflection, you could also add "collapsing' stone that creates boulders that explode instantly, injuring miners. Also, syndromes like black lung. Of course, I'd encourage you to make the two kinds visually distinct just as a playability concern, but that's it.
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Johnfalcon99977

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Re: Mesolithic Humanity (5000BCE)
« Reply #19 on: February 18, 2011, 07:00:59 pm »

ME WANT.

(Tanslation: Cool project. Can't wait till its finished!)
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Foamy

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Re: Mesolithic Humanity (5000BCE)
« Reply #20 on: February 18, 2011, 07:02:54 pm »

Does flint have it's own dedicated stone type?

Really like the idea of this mod.
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Azkanan

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Re: Mesolithic Humanity (5000BCE)
« Reply #21 on: February 18, 2011, 08:04:41 pm »

You've piqued my interest. Do you have a projected date as to when this will be done? Even a guess would be appreciated.

Well, I'd say, after bugfixing, it should only take a few hours. However, I am busy tomorrow evening (But I will have the daytime to work on the mod), sunday is free, then I'm away all next week(days). Busy, busy, busy! :D
So, approximate would be, best case scenario for an early version, Sunday. Otherwise, saturday or sunday the week after.

shoudnt you be focusing on getting C:Y3K done

2 mods at once that must be time consuming

Not really. If I just stick to one project for too long, it just burns me out. Rotating between two alleviates the pressure.


Also, as a subnote, your praise gives me a hard on for working on the project. More praise/suggestions/attention/so forth = more self-enthusiasm that the time and effort is worth it!
« Last Edit: February 18, 2011, 08:09:17 pm by Azkanan »
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Stone Wera

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Re: Mesolithic Humanity (5000BCE)
« Reply #22 on: February 18, 2011, 08:16:44 pm »

Also, as a subnote, your praise gives me a hard on for working on the project. More praise/suggestions/attention/so forth = more self-enthusiasm that the time and effort is worth it!

Have you lost weight?

Oh, and also I agree with this

Does flint have it's own dedicated stone type?

Really like the idea of this mod.

Flint should have it's own stone type.

You look nice, have you done something with your hair?
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Vattic

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Re: Mesolithic Humanity (5000BCE)
« Reply #23 on: February 18, 2011, 10:11:07 pm »

This looks really interesting.

I can't think of a way to prevent ultra-deep mining.
Couldn't this be done through world gen settings also? Just limit the total depth of the maps. If you turn off HFS and the caverns you'd get a FPS boost too.
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Svarte Troner

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Re: Mesolithic Humanity (5000BCE)
« Reply #24 on: February 18, 2011, 10:18:12 pm »

This is like what i've been waiting for as a mod for this game. Something about prehistoric man really fascinates me I guess. Good luck anyways.
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Foamy

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Re: Mesolithic Humanity (5000BCE)
« Reply #25 on: February 18, 2011, 10:39:32 pm »

I'd really like to try adding some dinosaurs to this when it's done just to see how the people fare.
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Stone Wera

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Re: Mesolithic Humanity (5000BCE)
« Reply #26 on: February 18, 2011, 10:40:46 pm »

I'd really like to try adding some dinosaurs to this when it's done just to see how the people fare.

The last of the dinosaurs as megabeasts? Unrealistic, but fun!
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Foamy

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Re: Mesolithic Humanity (5000BCE)
« Reply #27 on: February 18, 2011, 10:47:43 pm »

I remember there was a mod with dinos before 2010 and i enjoyed it considerably. i suspect though that flint weapons would be close to useless with all the new damage modeling.
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Stone Wera

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Re: Mesolithic Humanity (5000BCE)
« Reply #28 on: February 18, 2011, 10:55:37 pm »

i suspect though that flint weapons would be close to useless with all the new damage modeling.

Exactly, Fun.
« Last Edit: February 19, 2011, 02:00:42 am by Stone Wera »
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PTTG??

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Re: Mesolithic Humanity (5000BCE)
« Reply #29 on: February 19, 2011, 03:41:01 am »

Oh, I think the problem with your map generation is that it needs to have at least one plant with each of the basic tags- a cloth plant, a mill plant, a brewable plant, a dye plant, and so on.

If you don't want farming, how about removing the seed tag from all the plants in question? Then they could be gathered but not farmed. That said, farming would totally fit the setting. One thing you could do is drastically decrease yield for each plant and increase growdur, making farming more difficult, but still possible.
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