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Messages - Deon

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1
DF Modding / Re: Modding vanilla raws that do not have CUT/SELECT
« on: March 25, 2023, 03:25:27 pm »
You can make one of your mods incompatible with one of vanilla files, to specifically indicate that you are replacing that file.
You just need to put that information in info.txt file.
Example:
[CONFLICTS_WITH_ID:vanilla_bodies]

2
DF Modding / Re: AI Generated Raws
« on: February 25, 2023, 11:12:21 am »
I mean, randomly generated forgotten beasts in the original DF are exactly that: a set of rules that can make variations of bodies, tokens and properties.

AI is awesome when it's trained on a huge varied database and produces fantastic results. DF doesn't really have many raws to train on, and also there's no inherent explanation that would tell AI which raws mean what, so it's similar to "making AI text on signs", a bunch of semi-coherent gibberish without much value.

3
Mod Releases / Re: [Steam Release] New Genesis - Volume II
« on: January 02, 2023, 04:37:59 pm »
Indeed, although I am yet to port all the materials. But the elves will use Spellwood which is a metal-grade material.

Volume III should be out soon if you want to start a new fort. I was delayed by celebrating and staying away for PC during Christmas vacation, but soon I am back to work == back to PC craziness and allnighters :D.

4
Mod Releases / Re: [Steam Release] New Genesis - Volume II
« on: December 20, 2022, 12:34:59 pm »
That was one of the big things of original Genesis mod: adventure mode crafting, spells and transformation into other creatures.

I will be sure to support that.

5
Mod Releases / Re: [Steam Release] New Genesis - Volume II
« on: December 16, 2022, 11:40:05 pm »
Volume II is out, with Serpentfolk, Dusk elves, stonecrafting and alchemy.

6
Mod Releases / Re: [Steam Release] New Genesis - Volume I
« on: December 14, 2022, 08:08:53 am »
1.01 update is out
- Removed farming attempts from extreme-dwelling civilizations so they dont try to farm in ice and delay world generation (rejections). Now the world generates fast again.
- Corrected missing handheld sprite definitions for crude weapons.

7
Mod Releases / Re: [Steam Release] New Genesis - Volume I
« on: December 14, 2022, 03:41:45 am »
Woah!

You really shouldn't need to uninstall all vanilla modules, I think?? If it works despite that, that's good, but it shouldn't generally be necessary.

Sadly only a few things can be cut/replaced. Material templates, buildings etc cannot.

Also I do tweak a lot of graphics, and since steam release doesn't let us ADD to existing layered creatures, this is the only useful way.

I could sit down and make some modules to unload SOME of the original files, but then again imagine how many people would do something wrong :D. I am a preacher of simplicity, and Genesis was always a total raw replacement, so there's nothing new there.

8
Mod Releases / [Steam Release] New Genesis - Volume II
« on: December 13, 2022, 10:48:49 pm »


New Genesis - Volume I



>>> Steam Workshop page <<<






There's still a lot to port to the Steam version of Dwarf Fortress, and more to develop later for me, so I would like to see where the interest lies.


Please vote what feature should make it into Volume II. I will consider the winning option first.



This is the beginning of my adaptation of my old Genesis dwarf fortress mode, maintained through the years by TomiTapio on forums.

- The Olde mod thread: http://www.bay12forums.com/smf/index.php?topic=52988.0
- The most recent Classic version supported: http://www.bay12forums.com/smf/index.php?topic=156059.420

Due to the fact that everything needs graphics now, I will be adding content in big volumes. This is the Volume I.



When creating a new world, click "Mods" icon.
Disable (move to the left) ALL vanilla modules, then load New Genesis, as shown in the picture:




[ Dwarves ]
Worldgen:
- Expanded biome selection for settlement placement.
Items:
- Added more weapons from rebalanced CORE items to dwarven civ - great axe, halberd, dagger, morningstar, training dagger, training hammer, bow.
- Dwarves can wear new chain mittens.
- Forced the most important clothing pieces, so you don't end up as a civ without helmets or breastplates.
- Made coins progress in 1-10-100 value instead of 1-5-10.
Positions:
- Some entity positions can participate in espionage and partrolling (General, militia commander).
- Sheriffs and captains of the guard are chat-worthy and can be targets of kill quests.
- Expedition leader needs an office, a bedroom and a dining room.
- Mayor doesn't receive complaints (that goes to psychiatrist/shaman), needs no armor racks/weapon stands and a bit less flashy rooms.
- New positions - thoughtbearer/shaman/spirittalker, can be assigned to any dwarf to listen to complaints while mayor works.
- Minor nobles need basic offices too.
- Bookkeper becomes treasurer, grand treasurer and hoardmaster as the fortress population grows.
 
[ Humans - Dalesmen ]
- Latin words and names.
- Former "keepers" in Old Genesis
- Innate skill and trait adjustments.
- Grow up to full size at 17 instead of 12.
- New materials/tissues implemented.
Worldgen:
- Limited expansion areas (for more space for other future races such as nords).
- Hair and beards can be styled.
Items:
- Longbows.
- Halberds replace whip skill.
Positions:
- Custom medieval-style nobility including monarch.
- Dalesmen know how to forge wrought iron.
 
[ Humans - Nords ]
- Danish words and names.
- New human type "nord".
- They settle in cold and inhospitable regions.
- Round shields, dane axes, seaxes and bearded axes.
- Horned and masked helmets.
 
[ Elves - Sylvan ]
Creature:
- Renamed to Sylvan elf in expectations of other elf types being converted.
- Innate skill and trait adjustments.
- New materials/tissues implemented.
Worldgen:
- Limited expansion areas (for more space for other future races such as nords).
- Elves do not style their hair.
Items:
- Longbows.
- Limited armor selection, lighter dressed warriors.
 
[ Goblins and kobolds ]
- New crude weapons with worse balance: crude knives, clubs, crude spears, cleavers.
 
[ Elves - Dusk ]
- Ocean-dwellers with moon silver armor and weapons.
- Mostly use glaives and skimitars.

[ Serpentfolk ]
- Stonegazers, salamanders and nagas.
- Nagas have 4 arms.
- Stonegazer can release paralyzing breath.
- Salamanders can breathe fire.
- They use weak tribal equipment but natural attacks make them dangerous.

[ Materials ]
- Seeds can be cooked.
- Less sharp wood and stone.
- A bit tougher common skin to avoid bleeding during normal strangling.
- Cheese doesn't rot.
- Proper names for boiling/luqified materials of any kind.
- Multiple smaller Property and cost tweaks to existing materials.
- Multiple different tiers of leather: suede, fur, leather, hide, mythiskin, metalhide.
- Also added barkstrips as a leather type material to be processed from trees.
- Tannable chitin and scale.
- Three types of alcohol material: lousy, standard, fine, with various effects (worse to better). <- TODO to implement in PLANTS update
- Different types and qualities of wood.  <- TODO to implement in PLANTS update
- BREAD and CANDY materials  <- TODO to implement in PLANTS and COOKING update
- Mead has less negative effects.
 
[ Crafting ]
- Alchemy workshop that replaces soap maker's. it can be used to transmute metals and create artificial gems.
- Stoneworker can create a lot of rock items, weapons and furniture, including beds. Also adds Rocktip ammo, a cheap version that is better than wooden ammo.
- Glassmaker in the kiln can create a lot of glass furniture. Furniture like beds also needs cloth.


... and much more, too much to fit in this post, available here: PASTEBIN.COM



9
What's up with "axer"/"pikeloser"? I barely noticed it :D.

I will try to move nords closer to the cold areas, and maybe experiment with danish language. I will make an optional switch to Finnish because both languages look great, but in my mind the danish suits just a little bit better, considering the Dane Axes :). Maybe there will be Nord variations I will make.

The new release is coming up very soon, I pulled a couple of all nighters to make it work.

10
Hope this is a good place to ask! I'm (also) modding kobolds, but I want them to use the default graphics, but they appear headless, graphically. The three biggest changes I made to them was giving them horns, a tail, and adding a third agender caste. Is any of that too much to have the normal graphics file work for it? I noticed the graphics_creatures_layered file seems to use castes to determine graphics, but all of them a headless, regardless of caste. It also didn't work when I removed the third caste. Is there something I'm missing to make them use the default graphics?

It's the new caste, or you tweaked skin colors.

You need to mod graphics for all your castes and all skin colors. If you don't do it, the graphics will be blank.

11
Arena was really not an option for a looong time. Toady spoiled us :D.

What I usually do, is create a testing civ with all my new creatures and weapons, that allows me to see how they behave in fortress mode.

12
Mod Releases / Re: [47.05e] OldGenesis mod Aug2021 tuning
« on: December 10, 2022, 08:00:24 pm »
I am using your balance-tuned Old Genesis. I tried it and liked the feel more, and the amount of work you've put into that is very clear.
I did remove a couple of extra castes such as Domple but I may bring them back later. I was focused on making graphics for the old castes work first.

I do want to redo some stuff (like change ironworks to raw ore -> pig iron -> cast iron -> wrought iron), but I need to update graphics for that.
I will also likely tweak small things and drop some small things, if you do not mind.

Besides that, since adding every item and race now demands TONS of overlay sprites and code to make them work, it will be a slow path :D.

I've credited you because I really appreciate the time you've put into making it work so well.

Could you explain the 0 cost of the stone template?

Quote
At some point I'll upload old-DF 0.47.05f, which is just balance tuning over 05e.
Would you mind sharing that with me once it's done, and can I use it?
I would also like to add you on Steam in the list of authors once it's uploaded if it's OK with you.

13
Mod Releases / Re: [47.05e] OldGenesis mod Aug2021 tuning
« on: December 10, 2022, 01:22:56 am »
The first module is out, for the dwarven castes.

https://steamcommunity.com/sharedfiles/filedetails/?id=2899792742

14
There are two big problems with graphics.

1) You cannot cut graphics it seems like.

2) you cannot ADD to existing graphics on default layer.
If I make another graphics file for humans and call it MYHUMAN_WIELDABLES, no matter what I write there, it doesn't load as long as I unload vanilla graphics.
The problem is that it seems like we cannot make weapons visible in hands or new armor worn unless we overwrite full graphics for each creature that can wield it. It seems to be a problem. Has someone found workaround??

15
Thanks for the post lethosor. Indeed, it looks like there's no more need of "autoassign" script, and the new labor system works well, I ran a couple of fortresses with it and enjoyed it.

I would still like to have Therapist at some point when/if someone decides to update it, but it's not as critical anymore (read it: the game is now playable without it for me).

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