Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 28

Author Topic: [47.05e] OldGenesis mod August small tuning  (Read 123825 times)

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Yay nice monster hunters in this fort.
Trying to reach that elusive 100k stress. No invaders so far here.

Spoiler (click to show/hide)

When I had tears syndrome, forever-tears loop, no social skill gain ever, but... 260k stress!
Spoiler (click to show/hide)

Rarely see Dark Dwarves:
Spoiler (click to show/hide)

When grassfire makes trees collapse, pathing goes wild:
Spoiler (click to show/hide)
« Last Edit: April 08, 2018, 10:11:53 am by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Got berserk and depressed dwarves in current Phoebus fort. Yay! 260k stress.
As a side effect of blood/sweat syndromes, NO-ONE has any social skills. *sigh*

Image: An Ettin comes, with Finnish name
Spoiler (click to show/hide)

Some log from current fort:
( earlier save of current fort is at http://dffd.bay12games.com/file.php?id=13543 )

Spoiler (click to show/hide)

Yess a tantrum! Go go gadget fine-tuning!
« Last Edit: March 06, 2018, 05:13:42 pm by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

I seem to have cracked it! Having duration over 220-ish on the BLOOD UNHAPPY SYNDROME
made migrants arrive with no social skills whatsover.

Short duration unhappy from touching blood allows social skills!

non-dwarf people blood:
Spoiler (click to show/hide)

animal and beast blood, makes unhappy
Spoiler (click to show/hide)

dwarf blood, no syndrome:
Spoiler (click to show/hide)
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Again had too much blood syndrome, no social skill gains ever. It's a tight balancing act. Will upload updated versions in 3-10 days.

Yay 44.06 is out! It has no RAWS changes so you can just copy the exe and data/index from vanilla 44.06 to OldGenesis.

Edit:
okay the following animalblood + peopleblood syndrome bits ALLOWS migrants to come with social skills.
      [CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
      [CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
      [CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
      [CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
      [CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:65:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]
      [CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:45:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]

this blood syn does NOT allow socialskills migrants:
Spoiler (click to show/hide)

Edit2: yay invaders came, a 10-squad of keeper-humans and groblins. (we have three races of goblins in OldGenesis.)
« Last Edit: March 10, 2018, 06:35:37 pm by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

=== All right, 44.07 OldGenesis is here ===
http://dffd.bay12games.com/who.php?id=1538

Many small tweaks because I've been playing. Want that 100k stress and tantrums.
But too much(too long?) aargh_blood_everywhere syndrome makes dwarf migrants have ZERO social skills. 

Changelog:

2018-02-27: released 44.05c Ironhand and Phoebus.
Spoiler (click to show/hide)

2018-03-14: 44.06 and 44.07
Spoiler (click to show/hide)
« Last Edit: March 14, 2018, 11:53:33 am by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

The 44.07 memory layout for Dwarf Therapist win64bit seems to work. yay

On the embark screen, try to choose such a spot where you have a WAR status with two civs.
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Yess!
" Kulet Tithlethlogem, Blacksmith has slipped into depression...
Kulet Tithlethlogem, Blacksmith cancels Drink: Too depressed. "

Fine-tuning for the win! Have migrant social skills AND a few mighty-stressed dwarves! (blood stain annoyance syndrome)

" `Led stres', Beekeeper has been found dead, contorted in fear! " yess


Groblin siege again, good. Events:
Spoiler (click to show/hide)

...
Heck.
"Raavi Ohitapilkahdus, Nord Poet vampire is visiting." [Scratch BypassGlint, I can read Finnish]
« Last Edit: March 21, 2018, 08:04:10 am by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Uploaded my current fort. 70-72 fps speed, wealthy.
http://dffd.bay12games.com/file.php?id=13600
This world is also good for retire-current-fort and start new fort near it, get real nice migrants from my fort.

-------------------------------
this save is 70-72 fps on Tomi's PC (64bit Win10, 8 GB RAM, i5-4460 CPU at 3.2 GHz).
3x2 fort embark, 72 citizens, 15 soldiers, wealthy, rye aplenty,
near surface, animals in safe dirt cave, copper&tin metalworking
dark dwarves in caves.
Groblins and beastmen may invade again.
We slew the nord poet vampire visitor.
« Last Edit: March 22, 2018, 09:26:05 am by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

malistaticy

  • Bay Watcher
  • WAH
    • View Profile

hey tomi, glad you were able to make stress a real challenge again  :D
i have a question, whats the difference between the different ways of making steel
Logged
"Honestly, I have no idea how that got there"

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Thanks!

"batch of steel f ore" is the quickest, 6 ore and flux into blast furnace. But you must have iron+leather+magmasafe blocks to make a blast furnace.
"make steel bars (crucible)" is the basic one, iron + coal + flux + fuel.

"make black steel bars" needs ilmenite stones and green glass.

"make red steel bars (magma)" needs magma smelter, steel, bauxite.

When you don't have flux stones, smelt iron ore into coarse iron, the hammer it into weapons-grade iron at Finishing Forge.


Edit: if you only have gold, use Alchemical Workshop to change gold into copper. Must have cauldrons to build that workshop.
Also try sacrificing stuff at the Altar of War or Altar of Nature*. Nethercap logs + Altar = ice boulders from air moisture. Or was it water buckets.

*make lots of toys to get the mystical Shaman Rings
« Last Edit: March 24, 2018, 07:07:47 pm by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

malistaticy

  • Bay Watcher
  • WAH
    • View Profile

thanks my man, loving the new changes
Logged
"Honestly, I have no idea how that got there"

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Heyy DF 44.09 and Therapist .09! https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases/tag/v39.3.1
OldGenesis 44.09 I should release in like 2-7 days.

-------------------

Here's what goblin / groblin / gobline invaders might arrive with:



(The leather tiers are fur, suede, leather, hide, demon skin, dragon skin. And chitin. One can keep Pekyts for hide.)

Image: crude home base in soil. Note that metalworking might start a fire in the cave's grass. Fun.
Spoiler (click to show/hide)
« Last Edit: April 05, 2018, 08:53:38 am by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.09] Deon's OldGenesis mod - now 100k stress depresssion possible
« Reply #87 on: April 08, 2018, 10:08:51 am »

=== All bloody, 44.09 OldGenesis is here ===
http://dffd.bay12games.com/who.php?id=1538

100k stress and depression possible, with sweat and blood syndromes.

Changelog:
2018-04-08: version 44.09
Spoiler (click to show/hide)
« Last Edit: April 08, 2018, 10:12:53 am by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d 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

Sver

  • Bay Watcher
  • An army marches on its oiling and waxing
    • View Profile

- trying: dwarfblood (no syndrome cos always touching!)

Dropping by to say that blood in the veins of a creature doesn't seem to apply CONTACT syndrome to its host. Tested it both on the arena and in the fort -> no syndrome notification and no corresponding emotions respectively (until wounded by me in the name of science). I suggest adding a syndrome to dwarf blood so that the wounded dwarves (or dwarves unfortunate enough to get other dwarf's blood on them) would really loose their shit.
Logged
DF Combat Reworked
No overpowered force transfer, no easy life without a kidney, more functional variety among the weapons and other improvements.

Hexa

  • Escaped Lunatic
    • View Profile
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #89 on: April 08, 2018, 03:37:52 pm »

So hyped for this! Thank you.
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 28