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Author Topic: [47.05e] OldGenesis mod August small tuning  (Read 140933 times)

bluwolfie

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Are sieges in? I've been playing the same fort for like two years in game and haven't had anything occur.. But I did retire the fort a couple of times to move in some adventurers.. Not sure if that affected it
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TomiTapio

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Are sieges in? I've been playing the same fort for like two years in game and haven't had anything occur.. But I did retire the fort a couple of times to move in some adventurers.. Not sure if that affected it
OldGenesis should get more sieges than vanilla, since we have more hostile civs. Two years is pretty short, get to 85 dorfs first.
On embark check that there's hostile civs (red dashed line) before embarking.

Question: what creatures would urgently need an icon? You see missing animal/monster tiles often?
(Deon drew all the icons back in the day, and I've added lots of creatures since. Vanilla's added lots of creatures too.)
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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

Paranoid Alaskan

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Quick Question, I came over from the old thread and I would like to ask what version of Genesis that is and is their a way to update it to the current version of DF?
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Dwarven politics will probably look like CK2's but with more FUN!

Deon

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This is the continuation of the old thread, updated and maintained by TomiTapio, and you can see the version of the game in the thread title.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Paranoid Alaskan

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This is the continuation of the old thread, updated and maintained by TomiTapio, and you can see the version of the game in the thread title.

Is their a way to move a fortress from the older version of Gen. to the newer one? or would their be a lot of Death and Mayhem FUN!! in me trying to do it?

Never mind, just tried to convert
« Last Edit: May 01, 2016, 02:19:12 pm by Paranoid Alaskan »
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Dwarven politics will probably look like CK2's but with more FUN!

TomiTapio

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Oh, .02 of the latest vanilla DF is out already.

OldGenesis update coming Any Week Now... when I get to it. Should take me only 1.5 hours.

Anyone got creatures, creature icons, or plants they want to contribute to OldGenesis?
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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

TomiTapio

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Updating OldGenesis to 0.43.03 is done, I need to do some testing, maybe upload them to DFFD tomorrow.
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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

Paranoid Alaskan

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There appears to be a glitch when trying to make black steal. It will not let me make some even though I have all the components needed to make it.
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Dwarven politics will probably look like CK2's but with more FUN!

TomiTapio

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There appears to be a glitch when trying to make black steal. It will not let me make some even though I have all the components needed to make it.
Hmm, I gotta keep an eye on that when I do the testing.
The recipe is
Spoiler (click to show/hide)
possibly it might require a certain type of coal, not sure.
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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

Paranoid Alaskan

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There appears to be a glitch when trying to make black steal. It will not let me make some even though I have all the components needed to make it.
Hmm, I gotta keep an eye on that when I do the testing.
The recipe is
Spoiler (click to show/hide)
possibly it might require a certain type of coal, not sure.

It says I don't have any ilmenite which I do have some. As a matter of fact I have way more then anyone would need.
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Dwarven politics will probably look like CK2's but with more FUN!

Meph

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Not sure if the new version still recognizes the reagents from pre 31.25.

Code: [Select]
STONE:NO_SUBTYPE:STONE:ILMENITEshould be
Code: [Select]
BOULDER:NONE:INORGANIC:ILMENITE
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TomiTapio

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Thanks Meph. And thanks Paranoid Alaskan for finding the bug.
I'll have a "sharp stone + helve = stone battleaxe" reaction in adventure mode, since only battleaxes can chop trees for now. (vanilla bug)

Uploading quite soon, did enough adventurer testing.
« Last Edit: May 25, 2016, 12:18:22 pm 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

TomiTapio

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~-~ What the heck is a helve?!? OldGenesis 0.43.03 update is here  ~-~

Phoebus: http://dffd.bay12games.com/file.php?id=12079
Ironhand: http://dffd.bay12games.com/file.php?id=12078
ascii: http://dffd.bay12games.com/file.php?id=12077

2016-05-25: updated to 0.43.03


- vanilla: helve(tool handle) and stone axe, new adventurer crafting reactions.
  adventure mode new stuff: 'b' to build a workshop, 'x' menu inside carpenter workshop to do carpentry.
  'g' grab menu to fell a tree. You need an axe. 'g' grab branch from tree to make a helve(handle).
  Sharp rock+helve=axe. (have both hands free before grab stones from ground.) ('r'emove branch from backpack to get into hand.)
- OldGenesis adventurer crafting hack: "assemble stone b axe" makes a battleaxe from the helve+sharp. Only a battleaxe can fell a tree (vanilla bug).
 
- black steel making should work now, thanks to new user Paranoid Alaskan and Meph for helping with the issue.
- removed basic work and weapon skills from all dwarves, had too many boring mason/blacksmith/engraver immigrants.
- added "redja wolf", in deserts and tropical. At 14-20 kg it is much smaller than basic wolf (max 55 kg F, 80 kg M).

- gemstone golems cannot jump. Ettins cannot jump or have dodge skill (super bad coordination what with two heads).
- Minotaurs cannot jump. Minotaur movement and attack speed boosted.
- elephant and forest elephant soundmessages added.
- parsnip's alcohol, parsnip wine, removed as too silly.
- carrots are rarer in the wild. Barley no longer in zillion biomes. Rhubarb and soybean rarer.
- Phoebus: rowan tree's berries no longer use spider-vermin tile.


2016-02-14: updated to 0.42.06
- vanilla: some bone-carving reactions, make specific crafts, carve bone gem. The reactions are adventure-mode enabled.
   the new reactions require an edged tool: [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
- dwarf caste tissue commands changed all dwarves, as tissues are creature-level stuff since 2012. Caste-specific tissue boosts REMOVED now. Thanks fly out to melmarkian.
- several creatures got:  [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization.
- "Nightmare" demon horse boosted from 500kg to 1500kg and dodges more now.
- worldgen should crash less, now that Beastmen and Serpentfolk are danceless and musicless. They were dance-only in earlier OldGenesises. Thanks again melmarkian.


Read the "OldGenesis documentation.txt" for fortress mode knowledge. (bonfire, melt ice to bucket, press drinking water from plants etc.)
Read "reaction_wanderer.txt" for Deon's adventurer crafting things.
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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

TomiTapio

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a patch for graphics_example.txt , dwarf icons:
(in the olden days Deon just drew new icons, I got no icon-drawing skill)
   -new in 0.42.xx :
   [PAPERMAKER:DWARVES:8:7:AS_IS:DEFAULT] -using 8:7 strand-ex
   [BOOKBINDER:DWARVES:8:7:AS_IS:DEFAULT] -using 8:7 strand-ex
   
   [TAVERN_KEEPER:DWARVES:11:9:AS_IS:DEFAULT] -using brewer 11:9
   [PERFORMER:DWARVES:9:8:AS_IS:DEFAULT] -using beekeeper 9:8
   [POET:DWARVES:9:8:AS_IS:DEFAULT] -using beekeeper 9:8
   [BARD:DWARVES:4:0:AS_IS:DEFAULT] -using drunk 4:0
   [DANCER:DWARVES:9:8:AS_IS:DEFAULT] -using beekeeper 9:8
   
   [SAGE:DWARVES:8:6:AS_IS:DEFAULT] -using psychiatrist 8:6
   [SCHOLAR:DWARVES:8:6:AS_IS:DEFAULT] -using psychiatrist 8:6
   --already in. PHILOSOPHER:DWARVES:10:2:AS_IS:DEFAULT] -using philosopher 10:2 with questionmark
   [MATHEMATICIAN:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10
   [HISTORIAN:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10
   [ASTRONOMER:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10
   [NATURALIST:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10
   [CHEMIST:DWARVES:10:4:AS_IS:DEFAULT] -using 10:4 with potions
   [GEOGRAPHER:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10
   [SCRIBE:DWARVES:10:10:AS_IS:DEFAULT] -using lyemaker 10:10

beekeeper icon is nice because of the green mask/veil on face.
using strand-extractor on the paper professions because of long white string.
Now to try similar "close enough" icon choosing for all the civilizations.
« Last Edit: May 27, 2016, 09:16:16 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

Rumrusher

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you probably should make an adventure reaction that turns stone axes into battle axes as currently 03 has a nasty 'bug' that doesn't recognize Stone tool axes as axes due to toady wanting to make wooden training axes not be able to chop down trees.
edit oh saw that you caught the bug. nvm.
probably going to see how well this works in dark ages as I kinda need more freaky playable monsters that probably can retire.
« Last Edit: May 29, 2016, 05:33:50 am by Rumrusher »
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