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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1208495 times)

Dutchling

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Did Deon change the castes? A domple dwarf is probably a really stupid dwarf >.> Think of the beardless dwarf in snowwhite.
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Deon

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It's TomiTapio's tweaking :). I've never made anything like warrior/domple dwarf in my base mod.

Would it be possible to add descriptions on seeds on which are above and underground seeds? That would make it alot easier, if it isn't to much hassel.
And if I can do it myself, please tell.
You'd have to edit each plant and add something like (AG) and (UG) to them. Also probably biomes to AG plants since they don't grow everywhere :P. Well, I think it's easier to look in a table in a help file, but of course it's possible.
Once I remake the plant/food system I plan to call underground seeds "spawns" or "spores" and aboveground just "seeds".

Still working to get a good job here, guys. I didn't disappear for nothing :).
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TomiTapio

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Domples are simpletons, they have huge difficulty learning things. Not to be confused with shroom caste, who are short-sighted, merry, slightly crazy, and have minor (-30%) learning handicap.
Domples make for more fun roleplaying. "And then Dobar MacDolt won the election." "And the only survivor was a domple, who failed to do really much anything."

"Unfortunately, some dwarves will never realize the glory of metalworking or stonecrafting. They are slow of mind, haphazard of beard, and childlike in thought. Their blades will never strike true and even the goats will laugh at them. Learning is not for them, but they don't get distracted from their hauling duty. If they are ever given a weapon, it should be a mace."
Spoiler (click to show/hide)

Warrior caste "The warrior mindset lets these learn the ins and outs of combat quicker than their fellows. Their legs however can never be as swift as the fastest other castes."
Spoiler (click to show/hide)

And my baseline of dwarf skills, for most castes:
Spoiler (click to show/hide)

That's a good idea Deon, calling underground plants' seeds something else. I think I'll do that.
Synomyms for seed.. "egg, egg cell, embryo, germ, grain, kernel, ovule, ovum, pip, spore" http://dictionary.reverso.net/english-synonyms/seed I think I'll use "pips".

Human Fortress tabletop game doesn't have [HARD_MAT] like 90% of the toys... I'll add that. That leaves "flower" toy for leather/cloth only crafting.

Unrelated, X-Com alien items research pondering:
Spoiler (click to show/hide)
« Last Edit: July 08, 2011, 02:30:11 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

greycat

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Once I remake the plant/food system I plan to call underground seeds "spawns" or "spores" and aboveground just "seeds".

I really like that.  (Better than I like "pips".)  Also, if you could somehow manage to force the underground plants and the aboveground plants to group together in the stockpile list, that would be really nice.  As it is now, in order to make an underground seed stockpile, you have to go through the whole list and select these 12... skip a few... these 3... skip some more... these 5... skip more... this one... etc.  That's not as important as labeling them, though.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Alkhemia

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A Upright Mithril Long Sword is that better then Adamantine? ???

edit: looked at the wiki no it not but whatever I have a candy shop
« Last Edit: July 08, 2011, 07:34:42 am by Alkhemia »
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Isher

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Hi,

I checked the manual but it doesn't have info on white bronze. Is white bronze's density near that of black bronze? I'm thinking it'd be better than by black steel shield. Unless you've changed up how shields work (as I understand it a shield blocks like a shield and the denser the better it hits, so denser is better).

Also, if I were to use phoebus would tomitapio's latest updates still work (like dragging ascii in?) - and what effect will trying to use beefmo's unit graphics have? It does look like some of the ironhand units are beefmo units. But I like phoebus/beefmo so any way to get that in would be kickass.

Also, for your second mission is it typical to have to kill a guy (orc in this case) and find he's surrounded by 40 dudes, half of them elves and half of them orcs? It's nice having them all there to wittle the edges off, just wondering.

Also, is a baldur monk really not a notable kill? Cause that was an epic fight (well 15 of them were epic beatdowns against me and one was a random thrown bolt brainshot but it was an epic series of "i'm going to lose this character - oh, no, I'm not" events).

I promise to use the word also less in future posts.
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TomiTapio

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I checked the manual but it doesn't have info on white bronze. Is white bronze's density near that of black bronze? I'm thinking it'd be better than by black steel shield. Unless you've changed up how shields work (as I understand it a shield blocks like a shield and the denser the better it hits, so denser is better).
Deon has not yet approved of White Bronze, he's busy with real life. No updates since late April. WB is only in my experimental releases, and inside the raws it says something like "using black bronze's values for now".
Every material of the same shield size ([BLOCKCHANCE:23]) should block the same. They say material only affects the bashing attack of shield, heavier the better.
Hey, could have a magic shield with ultra-high blockchance coming from Altar Sacrifices.

Also, if I were to use phoebus would tomitapio's latest updates still work (like dragging ascii in?) - and what effect will trying to use beefmo's unit graphics have? It does look like some of the ironhand units are beefmo units. But I like phoebus/beefmo so any way to get that in would be kickass.

Also, for your second mission is it typical to have to kill a guy (orc in this case) and find he's surrounded by 40 dudes, half of them elves and half of them orcs? It's nice having them all there to wittle the edges off, just wondering.

Also, is a baldur monk really not a notable kill? Cause that was an epic fight (well 15 of them were epic beatdowns against me and one was a random thrown bolt brainshot but it was an epic series of "i'm going to lose this character - oh, no, I'm not" events).
Should totally work when put tileset-for-vanilla into my ascii release... unit-gfx-for-vanilla probably needs manual tweaking since there's lots of changes (halberds being the most prominent) and castes.

Second kill-task, yeah sounds normal to "go kill bandit leader" and in my raws I've increased the banditry a lot, for Adventuring Fun. Then seems like the local bandits can recruit people from other banditry-having civs.

My Baldur Monk is just a wild animal I'm afraid, cannot command in the raws that he/she belongs to a civilization. And if he belonged to a civ, the monk would not come kick dwarves in the face!
Glad you're having Adventuring Fun!
« Last Edit: July 09, 2011, 04:03:15 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

Isher

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Thanks for your response Tomi (and the awesome modding work).

One more thing (also), no people/orcs/elves are ever initially hostile to me. If i have a task to kill them, still not hostile. If they halt me in the middle of the world and say "tell them it was the serious ironies if you live!" they don't actually attack. I have to start the hostilities. I make sure to attack just to be fair to the poor computer but it allows me to get way closer.

Now there was one time when I camped near that band of 40 people I told you about earlier (there were actually 63, I know because I killed them all eventually) that they surrounded me and said "tell them etc. etc." and then mobbed and killed me... but I do believe I had started hostilities with them already and had just ducked out to let some of the wounds heal.

(EDIT)
And then I was attacked in another "tell them" episode and I attacked (sylvan elves) and then the whole civ seems to be at war with me. But they may have already been. I just wondered into their hamlet and was going to go rest and I had to kill some civs. Each building has this "i'm so and so and I killed all these people" like they were targets (they weren't). I'm thinking maybe this is because, as the description says, sylvan elves are not nice. But it could be because I started some sh*t with some bandits, I dunno.

I'm trying to describe this as thoroughly as possible in case it's a bug (it's probably known already if it is but I want to toss my 2 cents in to help if it's something relatively new). And I surely don't mean to complain, this is fun as hell. I just want to know the system so I know how things are supposed to be.
« Last Edit: July 09, 2011, 10:17:01 pm by Isher »
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TomiTapio

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One more thing (also), no people/orcs/elves are ever initially hostile to me. If i have a task to kill them, still not hostile. If they halt me in the middle of the world and say "tell them it was the serious ironies if you live!" they don't actually attack. I have to start the hostilities. I make sure to attack just to be fair to the poor computer but it allows me to get way closer.
Hmm, my adventurers get a very hostile welcome at bandit camps, they start their alarm shouts and charging and shooting.
What race is/was your adventurer in question, that might be quite important. Might be that bandit camps are always friendly to goblins or evil civs, don't know.
Seems super rare to be stopped by bandits while travelling, in my adventures.
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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

Deon

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I had experienced a similar thing: when I killed a few named monsters/megabeasts which were enemies of everyone, it made me a friend of bandits. They try to attack but cannot.
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✫ Cartographer's Lounge ✫ - a custom worldgen repository

Black Rabbit

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Hey Deon, please forgive me if this has already been mentioned, as I didn't have time to comb through past messages, but I thought I'd pipe up real quick to point out that blue crystals are showing up in massive clusters.  Looking at the raw, I see they're CLUSTER, not CLUSTER_SMALL.  If this is as intended, alrighty, but just thought I'd point it out if it's not intentional.
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Nirek

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Going thru the plants now, oddity time :)

Glowberries (berries_glow, plant_botany_cave) appear to have duplicate edible tags

Dwarven grog (cave_bean_albino, plant_botany_cave) Ginseng tea (root_ginseng plant_botany_root) and nightshade liquor (nightshade,plant_genesis) can be cooked.

Quarry bush leaves have 2 edible_cooked tags (bush_quarry, plant_standard)
Spoiler (click to show/hide)
« Last Edit: July 11, 2011, 01:36:17 am by Nirek »
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TomiTapio

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Hey Deon, please forgive me if this has already been mentioned, as I didn't have time to comb through past messages, but I thought I'd pipe up real quick to point out that blue crystals are showing up in massive clusters.  Looking at the raw, I see they're CLUSTER, not CLUSTER_SMALL.  If this is as intended, alrighty, but just thought I'd point it out if it's not intentional.
Fixed to be rare veins in my releases, many months ago. Don't know what alchemy Deon wants/wanted with them.

Going thru the plants now, oddity time :)
Dwarven grog (cave_bean_albino, plant_botany_cave) Ginseng tea (root_ginseng plant_botany_root) and nightshade liquor (nightshade,plant_genesis) can be cooked.
Thanks Nirek! Removed the duplicates now, and I made more alcohols allowed to be cooking ingredients (chicken in red wine, beer muffinses, beer porridges... rum, sweet liquor) (we have rum-soaked raisins icecream IRL)
But Deon is planning a plants & cooking overhaul.


Enough changes etc. here's latest sub-release. Two new decorative stones/minerals, two new aggressive creatures (d-monk and t-monk), seven non-warfare metals allowed to become ammo.
For everybody: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_READYTOPLAY_NoWere_NoFlay_July11.zip
For Ironhand tiles: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_NoWere_NoFlay_July11.zip


Recent changes:
Spoiler (click to show/hide)
« Last Edit: July 11, 2011, 10:40:54 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

Nirek

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I would actually sooner cooking it being removed, mostly because dwarves are dumb and will cook themselves out of drink :p and realistically, would a dwarf use alchohol in a meal? Would be such a waste of perfectly drinkables using it to cook and have all the alchohol burn off, hehe.
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TomiTapio

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For dwarves, bread and cookies become better when you cook with beer! Much better with beer than with pointy-eared mint tea and pineapple dak dak dak krys.

It's only like 8 alcohols out of 30-35 that I allowed. Easy to turn their cook_okay flag off in the z-menu.

Recently I've been playing very little, everything is boring.
« Last Edit: July 11, 2011, 10:49:54 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
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