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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 322324 times)

TomiTapio

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Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
« Reply #30 on: May 23, 2012, 07:28:46 am »

Trying this a little now. Tried to make home in Dolomite & Kaolinite.
Workshops refuse to use Dolomite stone, even after make it green in stocks/stone. Marble, another flux stone, is usable.

Cobaltite seems too plentiful (using mineral_scarcity:1500).

Edit: DF froze (crashed) when had first caravan in depot, and two kobold thieves came.
Errorlog says: Unrecognized Inorganic Token: PURE_IRON        Unrecognized Inorganic Token: WHITE_BRONZE but such materials are not in the raws! Oh, those were from my copied-over embark config.

Also, stupid earlier kobold thief stabbed the only smith dead, dagger to brain. How about using the three-part brain mod?

Edit2: not sure if r = opossum, U = buffalo, u= sheep is proper.
Deer too slow, dwarves hunted it down by running. With their dwarfy legs.
Edit3: crossbow fail, first wooden bolt into kobold made it fall down and faint from pain. Lower arm bone chipping, too much pain it seems.
« Last Edit: May 23, 2012, 09:48:36 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

Tirion

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Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
« Reply #31 on: May 23, 2012, 09:12:38 am »

Trying this a little now. Tried to make home in Dolomite & Kaolinite.
Workshops refuse to use Dolomite stone, even after make it green in stocks/stone. Marble, another flux stone, is usable.

Cobaltite seems too plentiful (using mineral_scarcity:1500).

Edit: DF froze (crashed) when had first caravan in depot, and two kobold thieves came.
Errorlog says: Unrecognized Inorganic Token: PURE_IRON        Unrecognized Inorganic Token: WHITE_BRONZE but such materials are not in the raws! Oh, those were from my copied-over embark config.

Also, stupid earlier kobold thief stabbed the only smith dead, dagger to brain. How about using the three-part brain mod?

If you do include the brainstem mod, please also look at the tissue healing rates, some might be missing.
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

1v0ry_k1ng

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Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
« Reply #32 on: May 23, 2012, 09:24:50 am »

Quote
   [SELECT_CASTE:ORC_MALE]
    [SELECT_ADDITIONAL_CASTE:ORC_FEMALE]
    [SELECT_ADDITIONAL_CASTE:BARGHEST_MALE]
    [SELECT_ADDITIONAL_CASTE:BARGHEST_FEMALE]
      [BODY_SIZE:0:0:5000]
      [BODY_SIZE:1:0:40000]
      [BODY_SIZE:5:0:2000000]

   [SELECT_CASTE:TROLL_MALE]
    [SELECT_ADDITIONAL_CASTE:TROLL_FEMALE]
      [BODY_SIZE:0:0:5000]
      [BODY_SIZE:1:0:40000]
      [BODY_SIZE:5:0:2000000]

isnt this giving orc females and barghests troll body size?

TomiTapio

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Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
« Reply #33 on: May 23, 2012, 09:53:55 am »

Yes it is. Needs fixing. Also, gut pain up somewhat.

Image: oh, poor little opossum!
Spoiler (click to show/hide)

Speaking of pain, how are the genitals? I castrated a dwarf in adventure mod and he didn't pass out, is that normal or he just had balls of steel? :o
Hmm... I think third crossbow bolt that hits skin+muscle+bone should cause fainting "gives into pain". I'd say it's normal for male humanoids to not faint from 1-3 hits to the privates.
« Last Edit: May 23, 2012, 10:00:45 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

Tirion

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Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
« Reply #34 on: May 23, 2012, 09:57:22 am »

Speaking of pain, how are the genitals? I castrated a dwarf in adventure mod and he didn't pass out, is that normal or he just had balls of steel? :o
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

Deon

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Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
« Reply #35 on: May 23, 2012, 10:43:56 am »

This doesn't have genitals now, and thanks for the report about body size :p. I will fix it ASAP. As I said I did it in quite a hurry, so for better quality it requires some more testing.
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Deon

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #36 on: May 23, 2012, 01:22:27 pm »

A quick fix, I will do some serious work this weekend.

Alpha 4:
- Fixed troll and orc body sizes.
- Added slimes to caves.
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Lucelle

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #37 on: May 23, 2012, 02:03:16 pm »

Looking forward to this as all of your great releases.
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Lucelle Weapons and Armour adds in tons of historical weapons and armour from a variety of different cultures

Tirion

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #38 on: May 23, 2012, 02:05:48 pm »

[TISSUE_TEMPLATE:CARTILAGE_TEMPLATE]
   [TISSUE_NAME:cartilage:NP]
   [STRUCTURAL]
   [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CARTILAGE]
   [RELATIVE_THICKNESS:2]
   [HEALING_RATE:200] fixed for you, had no value, resulting in never-healing broken ears.
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

1v0ry_k1ng

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #39 on: May 24, 2012, 03:16:27 am »

Be sure to make them orcs properly orcy  :D

[RELSIZE:BY_CATEGORY:BRAIN:150]
[RELSIZE:BY_CATEGORY:SKULL:275]
[RELSIZE:BY_CATEGORY:HEART:250]
[RELSIZE:BY_CATEGORY:MUSCLE:250]
[RELSIZE:BY_CATEGORY:SKIN:250]
[BODY_APPEARANCE_MODIFIER:BROADNESS:95:105:120:130:140:150:160]

Tirion

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #40 on: May 24, 2012, 03:30:18 am »

Be sure to make them orcs properly orcy  :D

[RELSIZE:BY_CATEGORY:BRAIN:150]
[RELSIZE:BY_CATEGORY:SKULL:275]
[RELSIZE:BY_CATEGORY:HEART:250]
[RELSIZE:BY_CATEGORY:MUSCLE:250]
[RELSIZE:BY_CATEGORY:SKIN:250]
[BODY_APPEARANCE_MODIFIER:BROADNESS:95:105:120:130:140:150:160]

"This is no rabble of mindless Orcs. These are the Uruk-hai, their armor thick and their shields broad..."
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

TomiTapio

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #41 on: May 24, 2012, 09:32:05 am »

Are the Dalesmen supposed to be larger than dwarves? They bring too-large armor.
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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

Arbinire

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #42 on: May 24, 2012, 10:50:38 am »

Be sure to make them orcs properly orcy  :D

[RELSIZE:BY_CATEGORY:BRAIN:150]
[RELSIZE:BY_CATEGORY:SKULL:275]
[RELSIZE:BY_CATEGORY:HEART:250]
[RELSIZE:BY_CATEGORY:MUSCLE:250]
[RELSIZE:BY_CATEGORY:SKIN:250]
[BODY_APPEARANCE_MODIFIER:BROADNESS:95:105:120:130:140:150:160]

"This is no rabble of mindless Orcs. These are the Uruk-hai, their armor thick and their shields broad..."

I have to agree with Tirion.  Kinda tired of the flood of Warhammer Orcs these days.  Warhammer is a satirical setting that obviously goes to 11 with racial stereotyping.  It was never meant to be the defining backdrop of which all other settings were to base their racial standards on.

Honestly, I'd like to see a more Sovereign Stone type Orc implemented, but I don't really see that happening since Deon's making them evil this time around :(.
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Jeoshua

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #43 on: May 24, 2012, 11:09:28 am »

Actually if we're going to go truly "classic" with the descriptions, a "Basic" Orc should be stupid and brutal, where there should be a "High" Orc that is more cunning and intelligent.

Orc vs Uruk-Hai.

It could be modeled with Castes.
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I like fortresses because they are still underground.

Tirion

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Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« Reply #44 on: May 26, 2012, 04:03:50 pm »

Just an idea, maybe some wax-based stuff could be added to make a Beekeeping industry actually worth doing. Like, a workshop that makes a benevolent syndrome vapor out of wax candles (made in yet another workshop).
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."
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