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Author Topic: (Old Post-Apocalypse thread).  (Read 217740 times)

TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #210 on: April 13, 2012, 06:11:45 am »

Hmm..
Spoiler (click to show/hide)
Morlocks need better biome or breeding? Are they cave only.
Add a second tribe of "pale cannibals" who are cave only.
Spoiler (click to show/hide)

Suggestion: dizziness-causing "snow storm" in warm areas. Also, "large hailstones storm", causes bruising!
« Last Edit: April 13, 2012, 06:17:03 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
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #211 on: April 13, 2012, 06:15:38 am »

You seem to forget that many of those "fewer please" creatures live on 4 levels, so you should divide their number by 4 to see their aboveground populations.
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Angel Of Death

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #212 on: April 13, 2012, 06:16:52 am »

What is the name of the virus that makes people zombies?
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #213 on: April 13, 2012, 06:18:11 am »

You seem to forget that many of those "fewer please" creatures live on 4 levels, so you should divide their number by 4 to see their aboveground populations.
eagles bighorners yetis in caves-3 ? Don't think so. Just adjust the popnumbers, it's quick to do.

Edit: I hit a 20x20 cluster of wiring(gems). Intentional?
How about mining "reinforced concrete", could extract steel from it.
« Last Edit: April 13, 2012, 06:23:41 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

Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #214 on: April 13, 2012, 06:32:56 am »

I said most, not all.
Populations may need some tweaking, but not a lot. There are high amounts of common animals/creatures to keep your fort supplies with outside incomers. If I lower it too much, you will depopulate your fort area in no time.


Nice idea about concrete.

What is the name of the virus that makes people zombies?
Brainrot.
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DrPoo

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #215 on: April 13, 2012, 10:29:50 am »

Where the hell is Denmark on that map. You forgot Denmark? Im very sad now.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #216 on: April 13, 2012, 10:37:39 am »

You are free to modify the map and give me better variants! I cannot work on it right now.
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nettobr

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Re: ☢ Post-Apocalypse ☢ (v.0.98b) - Some fixes and new workshops.
« Reply #217 on: April 13, 2012, 12:03:21 pm »

I started a fort in a desert without coal or any trees and was trying to use the biofuels for power,the idea was to use some oil but looks the only thing that can make oil is the cotton seeds.I cant find the maize seeds on the farmplots in any seasons and the hemp seeds dont appear as a millable seed.

Deon has hemp oil as an extract from the plant not a seed press/mill mat.
And maize should be spring/summer, but there are so many plants you have to keep scrolling down the list until it goes to the next page.
I already checked and the maizes really dont show up at the farmplots in any seasons.Also I made some hemp oil but the biofuel refinery still says that there is no oil.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #218 on: April 13, 2012, 12:11:58 pm »

Quote
I already checked and the maizes really dont show up at the farmplots in any seasons
Maize grows in grasslands only, so you must have different biomes.


Quote
Also I made some hemp oil but the biofuel refinery still says that there is no oil.
That's actually my bad. There're two types of oil in the mod now:
1) Extract oil, the old DF oil which is used for cooking but nothing else.
2) Pressed from seeds oil, the new DF oil which can be used to make soap.

The second type of oil can be used in biofuel refinery, the first can't.

I will make them the same type of oil for the next release, thank you for the heads up.

Right now the "refine-able" oil comes from cotton and maize only.
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nettobr

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #219 on: April 13, 2012, 12:34:47 pm »

Quote
I already checked and the maizes really dont show up at the farmplots in any seasons
Maize grows in grasslands only, so you must have different biomes.


Quote
Also I made some hemp oil but the biofuel refinery still says that there is no oil.
That's actually my bad. There're two types of oil in the mod now:
1) Extract oil, the old DF oil which is used for cooking but nothing else.
2) Pressed from seeds oil, the new DF oil which can be used to make soap.

The second type of oil can be used in biofuel refinery, the first can't.

I will make them the same type of oil for the next release, thank you for the heads up.

Right now the "refine-able" oil comes from cotton and maize only.
I got it now,maizes are some kind of biome like plants.Also thanks for the good job and the loads of effort you put on this mod,its one of the best or the best mod i ever played.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #220 on: April 13, 2012, 12:39:27 pm »

Thank you.

Have anyone had any problems with the new diseases yet? I'm adding new disease types and tweaking the system, so I would like some feedback.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #221 on: April 13, 2012, 02:32:59 pm »

0.99b:
- Weather effects no longer bring diseases (a rain could cripple your whole fort permanently).
- Rain bad effects are nerfed.
- All plant oils are now in the new format, with ability to make soap and turn them into biofuel. Soybean now is an underground plant with an oil.
- Press oil from seeds.
- The vault citizens are now "CREATURE:DWARF" for proper work with all utilities targeting dwarves.
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Pokon

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #222 on: April 13, 2012, 02:37:08 pm »

Hmm..
Spoiler (click to show/hide)
Morlocks need better biome or breeding? Are they cave only.
Add a second tribe of "pale cannibals" who are cave only.
Spoiler (click to show/hide)

Suggestion: dizziness-causing "snow storm" in warm areas. Also, "large hailstones storm", causes bruising!

Well, we could have "Raiders" that are functionaly cannibles while keeping "regular" man-eating men as cannibles below ground.

Also, here's a abomination for irradiated biomes.
Code: [Select]
[CREATURE:running freak]

[DESCRIPTION:(Size 70) A rotten ghoul-like creature from the deep wasteland, they are imbued with a horrific substance that will kill almost anything it contacts. It runs because of a fear it will kill the land if it stays anywhere for too long.]
[NAME:running freak:running freaks:running ones]
[CASTE_NAME:running freak:running freaks:running one]
[CREATURE_TILE:'F'][COLOR:7:0:1]
[INTELLIGENT][UTTERANCES]
[LIGHT_GEN]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:2]
[BIOME:ANY_LAND]
[SAVAGE]
[LARGE_ROAMING][LARGE_PREDATOR][FREQUENCY:15]
[POPULATION_NUMBER:5:10]
[CLUSTER_NUMBER:2:4]

[NATURAL_SKILL:WRESTLING:9]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:MELEE_COMBAT:9]
[NATURAL_SKILL:GRASP_STRIKE:4]
[NATURAL_SKILL:STANCE_STRIKE:4]
[NATURAL_SKILL:DODGING:10]

[PREFSTRING:dedication for life]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[USE_MATERIAL_TEMPLATE:FLUID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen toxic waste]
[STATE_NAME_ADJ:ALL_SOLID:frozen toxic waste]
[STATE_NAME:LIQUID:toxic waste]
[STATE_NAME_ADJ:LIQUID:toxic waste]
[STATE_NAME:GAS:toxic vapors]
[STATE_NAME_ADJ:GAS:toxic vapors]
[STATE_COLOR:ALL:ORANGE]
[PREFIX:NONE][ENTERS_BLOOD]

[SYNDROME]
[SYN_NAME:terminal posioning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]

        [SYN_CONTACT]
   [CE_PAIN:SEV:100:PROB:100:START:500:PEAK:1000:END:20000]
        [CE_PARALYSIS:SEV:50:PROB:100:START:1000:PEAK:1500:END:20000]
[CE_OOZING:SEV:50:PROB:100:START:1000:PEAK:5000:END:15000]
                                    [CE_BLEEDING:SEV:50:PROB:100:START:2000:PEAK:5000:END:100000]
       [CE_NECROSIS:SEV:100:PROB:100:START:3000:PEAK:30000:END:600000]
[SECRETION:LOCAL_CREATURE_MAT:FLUID:LIQUID:BY_CATEGORY:ALL:SKIN]
[SECRETION:LOCAL_CREATURE_MAT:FLUID:LIQUID:BY_CATEGORY:ALL:SKIN]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:35:45:55:65:75:85:95]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[MAXAGE:500:800]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[GENERAL_BABY_NAME:freak baby:freaky babies]
[BABYNAME:freaky baby:freaky babies]
[GENERAL_CHILD_NAME:freak child:freak child]
[CHILD:12]
[EQUIPS]
[NOCTURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]
[CASTE:FEMALE]
[FEMALE]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]
[MULTIPLE_LITTER_RARE]
[CHILDNAME:glowing one girl:glowing one girls]
[CASTE:MALE]
[MALE]
[PHYS_ATT_RANGE:STRENGTH:800:1000:1400:1600:1800:2000:3000]
[CHILDNAME:glowing one boy:glowing one boys]
[CASTE_SPEECH:human_male.txt]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:FERN_GREEN:1:DARK_GREEN:1:MOSS_GREEN:1:BLACK:1:MAROON:1:RUSSET:1]
[TLCM_NOUN:ragged skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_RED:10:IRIS_EYE_GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
« Last Edit: April 13, 2012, 02:38:39 pm by Pokon »
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Caldfir

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #223 on: April 13, 2012, 02:45:44 pm »

Hey,

I ran my parser through the PA raws, and man, was I ever missing a lot of interaction tags!  Diseases sure are nifty looking.  I added them all in and scoured the wiki to make sure I didn't miss anything more.  I think I got everything sorted.  The log reads as follows:
Spoiler: log (click to show/hide)

The CANNOT_UNDEAD thing is pretty straightforward.  I can't find any reference to NO_UNIT_TYPE_COLOR on the wiki - does this tag work?  If so I'll add it to the parser's library and the wiki. 

The interaction complaints are all due to trying to add an interaction tag between SYNDROME and its related subtags:
Spoiler: example (click to show/hide)
If you follow the line numbers listed in the log they are easy to find. 

The complaints in the plant_aboveground file are due to specifying the SEED tag too early - similar to the hydra thing.  The complaints in plant_underground are due to specifying  MATERIAL_VALUE in the middle of a set of SYNDROME subtags.

edit1: heh - The mod updated while I was writing this.  I'll download the new one and check to see if the output changes. 
edit2: nope - everything looks the same
« Last Edit: April 13, 2012, 03:00:42 pm by Caldfir »
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99b) - No more deadly rain.
« Reply #224 on: April 13, 2012, 02:53:39 pm »

Thanks, your utilitly is very helpful! I will work on it tonight. I didn't touch those interactions so while lines could shift, it's still very useful.

Quote
I can't find any reference to NO_UNIT_TYPE_COLOR on the wiki - does this tag work?
Yes, it removes the "color coding" from the creature (which makes different professions to have different colors).
« Last Edit: April 13, 2012, 02:55:10 pm by Deon »
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