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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1202170 times)

Cave Man

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Quote
And I think a reaction can't make magma.
How about take reaction creation of magma from testing-arena ? 
Quote
Your graphics suggestions seem much more likely to get done.
This will be great!

Желаю удачи и в том и в другом, Deon ;)
« Last Edit: May 22, 2011, 03:56:07 pm by Cave Man »
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Deon

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Okay, responding after I've properly read that comment:
Spoiler: russian (click to show/hide)

P.S. This mostly includes me denying suggestions because DF has a lot of awesome customizability in the raws, yet at the same times it has a lot of hardcoded functions not possible through modding (births through reactions, magma spawning etc.).
« Last Edit: May 22, 2011, 05:35:23 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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FluidDynamite

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Woo, got on the wiki! ;)

Tested out the mod, it was EPIC.
I don't know how to work the Library though, got the tomes ready and the idle people waiting to read them but do they need a job to read the tomes?
*snip*

The library confused me at first as well, for normal jobs (masonry, metalsmithing, etc) the dorf must have the respective job enabled (So metalsmithing enabled to read metalsmithing tomes). For the other skills (ranged combat and so) any idle dorf will perform the job, so manage with workshop profile.

--

Completely off topic, but

*awesome russian*
badger_giant,
*more russian*

I love how the only words I understand are these :P

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SirAaronIII

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The only word I understood was "TomiTapio". That's gotta mean something.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

Deon

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Yeah, apparently giant badgers don't have a tile, my bad. When I decide to release a patch I will fix it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Cave Man

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Woo, got on the wiki! ;)

Tested out the mod, it was EPIC.
I don't know how to work the Library though, got the tomes ready and the idle people waiting to read them but do they need a job to read the tomes?
*snip*

The library confused me at first as well, for normal jobs (masonry, metalsmithing, etc) the dorf must have the respective job enabled (So metalsmithing enabled to read metalsmithing tomes). For the other skills (ranged combat and so) any idle dorf will perform the job, so manage with workshop profile.

--

Completely off topic, but

*awesome russian*
badger_giant,
*more russian*

I love how the only words I understand are these :P
Sorry, guys. :D
I translate it for you with Google.:

Spoiler (click to show/hide)
Quote
3) Огненные болты - нереально, потому что они сожгут колчан и того, кто их носит.
Проблема в том, что в игре слабо реализован огневой бой, хотя его активно применяли в ходе человеческой истории.  Вообще, болты – это лишь решение проблемы поджигания какого либо объекта. Не важно как поджигать - хоть рычагом. Может быть ты придумаешь решение лучше.
Может и BonFire, я не знаю. Что это за мод, где можно узнать больше о нем?


Жаль, ну тогда может осуществишь выполнимые идеи с алтарями.

Может быть глупый вопрос, но алтарь природы может давать животных в клетках? Если да, то это тоже вариант.

Если реализации алтарей тоже невозможна, могу предложить такой прицип:
Алтарь природы дает дерево за еду.  В регионах, имеющих дефицит дерева и во время осад, это может быть полезным. Дело в том, что обычно я не использую жертвование золы за дерево, тк чтобы ее получить, как я понимаю, нужно потрать дерево на поджог.

Алтарь Армока за трупы дает немного боевого опыта или алхимические компоненты. А за кровь дает камни красного цвета – от realgar до рубинов и тд. Появляется смысл в Extract from dead animal.
Предлагаю примерный дизайн кровавого алтаря Армока (закрытый с северной стороны)

Как ты относишься к тому, чтобы увеличить площадь алтарей.  Как правило религия подразумевает некоторую зависимость величины благословления от размера алтаря или храма. Может быть сделать их 4х4 или даже 5х5? Или лучше добавить новое строение - храм, который больше и дороже, но и процент успеха у него больше. Еще, возможно, следует добавить использование драгоценных металлов и камней при строительстве, чтобы эта постройка была достойна своего божества.

Еще пара идей:
Возможно ли реализовать печь для расплавления льда. Она будет полезна для холодных регионов.
Предлагаю создать мастерскую травника
Либо добавить доп функции в мастерскую алхимика. Суть в том, что из собраных трав (предположительно диких) можно делать лекарства для лечения повреждений нервов (как успокоительные препараты в реальности) и лечения повреждений зрения и т.д. Возможно ли это?

Если реализовать охапки травы возможно, то могу предложить вариант, чтобы также животные могли питаться ею. Можно будет заготавливать траву впрок на случай осады, если нет подземных пастбищ.
GateBall – тренирует ловкость

Еще есть предложения по Anatomical Theatre.
В первую очередь, хочу предложить новый дизайн (стол, статуя, скелет, шкаф, гнездо)
Здесь медики препарируют трупы, обучаясь медицине на практике. Соответственно, чтобы это обучене не было совсем халявным, предлагаю использовать как ресурс трупы и части тел. Медик приносит часть тела, режет, перевязывает ее, снова режет и разбирает по косточкам и она становится непригодной к использованию.


« Last Edit: May 23, 2011, 07:08:58 am by Cave Man »
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Deon

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Spoiler: russian (click to show/hide)

Tranlation:
Medics now learn without corpses, because skill gain is too slow; you wouldn't have enough corpses to train it even a bit.

You cannot get creatures through reactions, only vermin, otherwise I would make a golem workshop long time ago.

You cannot make medicines yet.

Ash for altars right now is easy to get in kiln through the burn vermin/bodyparts reaction.
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TomiTapio

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Tuning creature counts once again. In my ASCII raws. For example, way too few hippos in the world due to "tropical rivers only" biome. (realistic but boring)
Spoiler (click to show/hide)
Also from those numbers, detected that Donkey and Pig lacked "[POPULATION_NUMBER:1:3] per map square,   [CLUSTER_NUMBER:1:4]". And that the world in question is very low on tropics.
Now giving dragons and elephants more skin thickness.

Quote
You cannot make medicines yet.
Hmm with the upcoming super-infectious-syndromes, maybe a benevolent animal (fairy, satyr, unicorn) could increase "infected" person's healing rates...

Here's my latest ascii raws, I love them. New trees hooray!   Magical IRONWOOD (metal-tough wood logs) is now cyan/cerulean. Thicker dragon skin. Nerfed GelCubes.
http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_Bonfires__newmineral_newwood_May23.zip

ps. oh, one can embark on top of a non-mountain cave! Neat. ... apparently deep in there, a troll is raging, and some giant moles die.
OHWOW a giant mole pup, wild, in the caves! A wildlife child!
« Last Edit: May 23, 2011, 11:21:10 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

Cave Man

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Spoiler: russian (click to show/hide)

Tranlation:
Medics now learn without corpses, because skill gain is too slow; you wouldn't have enough corpses to train it even a bit.

You cannot get creatures through reactions, only vermin, otherwise I would make a golem workshop long time ago.

You cannot make medicines yet.

Ash for altars right now is easy to get in kiln through the burn vermin/bodyparts reaction.
What about other suggestions?
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Deon

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Those which are doable are nice. Bigger altars seem fine, I didn't focus on altars yet, they are almost placeholders for the idea.

You cannot store food for animals, and bonfire mod is a reply to all questions about burning grass and fire traps :).
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TomiTapio

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Yeah I can see nice 6x6 and 8x8 altars getting built... out of sphalerite. And executing the evil murderers by collapsing a 8x8 altar on top of them (by deconstructing a support).
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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

Morwaul

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Would be really cool if the altar could have a reaction that turned the captured enemies you drag to it into fertilizer or bone jewelry or something.
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FluidDynamite

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Would be really cool if the altar could have a reaction that turned the captured enemies you drag to it into fertilizer or bone jewelry or something.

Yeah, but reactions don't support input or output of creatures right now. Or else we could have

Goblin Grinder: Grind Worthless Goblins (10)

:D
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TomiTapio

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Here's my two embark profiles, one for 1300 points, one for 3200 points.

Spoiler (click to show/hide)
And I've decided that it's silly if the dorfs bring 70 logs. Max 4 logs I say.
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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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