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DF Modding / Re: Gardens of Gensokyo V0.11a
« on: October 24, 2010, 08:00:14 am »
I didn't give them a whole lot of names to choose from, I'll need to add in more words that are sufficiently fairy-like for Gensokyan fairies.
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I dunno about making the names appear in romaji. That's a LOT of researching. There was a pack of japanese words on this forum, but it only had about 200 translated words. That's only about 10% of all the words in Dwarf Fortress. Not to mention shenanigans in regards to kunyomi vs onyomi, slang vs "properly" translated words, kanji with multiple readings, untranslatables and other stuff like that.Yeah, sorry.Oh well, RL can interfere with stuff.
Progress is slow because of homework and falling asleep.
Will you eventually change it so that the language file makes their names appear in romaji, then translate to english?
Also will you be including character names in the language file?

the dyable plants are a tad unnecessary for now, as there is no non-challenge reason to actually make, let alone color clothes. It's not like you can see the clothing colors anyway.The dyes are woodstains, so you can get the colored walls you want.
My civilians are power items, my military point items.
Will the nobles be eventually turned into faith items/whatever the green star represents?
Have an easy fix:Thanks for the help.
[SELECT_TISSUE_LAYER:MUSCLE:BY_CATEGORY:WING]
[TL_VASCULAR:1]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:WING]
[TL_VASCULAR:0]
I don't remember where they spawn. I think their entity files were pretty much identical to vanilla humans, except for kappa, which begin in wetlands. So that's ANY_GRASSLAND, ANY_SAVANNA, ANY_SHRUBLAND. I didn't get around to fixing up all of their biomes.Have an easy fix:yay fixes!
[SELECT_TISSUE_LAYER:MUSCLE:BY_CATEGORY:WING]
[TL_VASCULAR:1]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:WING]
[TL_VASCULAR:0]
As a side note, I am heavily modding my copy of this, and much hilarity is occurring as a result. Apparently worldgen favors humans/tengu/oni far too much. What biomes do they spawn in, as I don't understand how that part of the raws works. I would suggest some way of making less of them spawn somehow. Also in the inital release, there was about a 50-50 chance you had underground crop access. how is the status of this now?
Also there is a decent chance I will be removing some of the plants, because the farm plot menus are probably still huge.
Also littersize drop QQ.
advice for youkai: remove [BABYSNATCHER] and add [SIEGER]
also testing what happens when you remove [SIEGER] from kappa, tengu, oni and humans (hopefully they will fight less on their own and the youkai will be far more destructive. Also tengu/kappa tend to take down titans.
I would also like to praise the amount of choice we have when it comes to booze:
- sak
- umeshu
- tantakatan
No worries- the thing is that I'm on a cold biome, meaning the brook and ponds freeze up during winter, meaning that I can't fish and have to stretch plant resources with making booze (though I'm making a reservoir in the clay mine to help with that). Fortunately, I have three (soon to be four) milkable animals for cheese.You know, I got a goddess named Cirnon, assosciated with the cold and some other stuff.
But hey, poor planning causing resources to be stretched thin wasn't a bad thing. Now that I've got max-size farm plots laid out and large stockpiles of rice and perilla seeds, I should pretty much have food sorted out once this second winter blows over.
ED: Fairies have awesome gods.Spoiler (click to show/hide)
and the framerate limit must be set to 0 (no fps limit, I get to 400k FPS while paused)
Oh. Also you can delete the *_*.txt files from the raws if they have a *_*_toho.txt replacement and isn't the body detail plans file
Is the barrel problem fixed?
also it's probably now possible to have no wood at all on embark,if all the towercap/fungiwood is gone
Except for the wagon, of course.Not sure about the rotting monkey issue.
Also, arerhuesesthose stupid goddamn monkeys' corpses supposed to just kind of... sit there and never go away? Vermin corpses disappear just fine now (unlike a couple versions ago), but I've got up to three-year-old skeletons sitting on a bluff overlooking my village, and I can't butcher/bonecraft anything out of them.
Speaking of which, I've got marauding monkey problems. Usually, they get slaughtered wholesale by my dogs, but last raid they nicked the iron bar i was going to use to set up a Wood Works, and just recently, they managed to pick off one of my children (Who, sadly, had just turned one, so pretty much as soon as she left her mother's arms she got blindsided by a monkey and torn in half)
Oh, and making such huge farm plots was a baaad idea. My one fisherman pretty much provides enough food to last the winter (with cheese), so I'm now practically drowning in food (to the point where I can't make any booze for lack of barrels)
The fairies of Ransackedautumns have successfully mined raw clay, molded it into bricks, fired them, and are building a house with them.Thanks for testing clay out.
ED: Possible mistake with the language file; "Saffron Rootverbcharm"Farming being so slow and being in a cold biome (and two successive migrant waves!) may make it difficult to survive the winter- hopefully everyone can hold out until the caravan arrives.Survived through excessive foraging and cheese-making.
Of my current population of 22, only 2 are male (one of the starting seven, and the husband of an immigrant)
1. What does weapon size really do? I assume it has something to do with a weapon is too large, then you can't use it. Is there a way to use a weapon in spite of being 'too small', such as having high strength, or is size the only factor?
This is what MINIMUM_SIZE and TWO_HANDED are for, not SIZE. I can only presume that SIZE itself affects mass. People have reported that certain dwarfs have been able to use halberds (which are typically too large for them), but I'm unsure as to which attribute is the actual cause of this.
[BODY_SIZE:12:0:60000]
These body modifiers give individual dwarves different characteristics. [b] In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.[/b] The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]Default halberd minimum size is 62500, so I guess fairly beefy dwarves can use them.Definitely looking forward to the first release version of this, if it helps.Thanks for the support.
Shouldn't the Oni be comparitively rare, though?
And of course, this being a Touhou mod, we can get into all sorts of lovely shenanigans once the Night Creature update's done (and bugfix'd).
I don't really see fairies and humans as being direct enemies in the sense where they should actively engage in fighting each other at any opportunity, mostly because fairies are so weak. It seems like humans need to be provoked first. Oni, Tengu, and Kappa all bag on humans pretty badly during worldgen because of ethics issues. I didn't really want Kappa to actively fight humans, but I just gave them the same set of ethics as Tengu to make sure they stick together. As far as I know, youkai shouldn't even be caught in very many of the wars due to their ethics. The others just happen to breed like rabbits.From the Fairies (and the other four's) perspective, Humans should be the enemy. I suggest making no edits, but renaming the goblins humans and renaming the old humans youkai.After looking at quite a few legends, it looks like there's no longer a guaranteed breeding pair at the beginning, and all races begin with 10 creatures. I made the male/female ratio about 1:5. Now, it's really only evil youkai getting completely demolished. I mean, they still appear on the embark list as still existing, but their numbers certainly don't seem very high in comparison to the others.I'll see what I can do. I think one of the main problems was the removal of the [START_GROUP_NUMBER:*] token. The ratios would work pre-sprawl, but it didn't carry over well when the token was removed from the game. If I can't find a workaround, I'll just balance out the ratios then.the problem is less the entire female population of fairies and more the fact that every other civ has a 1:1 ratio of males and females, leading to them having insane numbers.
Evil humans stealing other species to assimilate them (see: Rinnosuke) or otherwise use them (Ghost-based air conditioners, a source of income, etc). It will also cause the "there are very few humans" effect
After looking at quite a few legends, it looks like there's no longer a guaranteed breeding pair at the beginning, and all races begin with 10 creatures. I made the male/female ratio about 1:5. Now, it's really only evil youkai getting completely demolished. I mean, they still appear on the embark list as still existing, but their numbers certainly don't seem very high in comparison to the others.I'll see what I can do. I think one of the main problems was the removal of the [START_GROUP_NUMBER:*] token. The ratios would work pre-sprawl, but it didn't carry over well when the token was removed from the game. If I can't find a workaround, I'll just balance out the ratios then.the problem is less the entire female population of fairies and more the fact that every other civ has a 1:1 ratio of males and females, leading to them having insane numbers.