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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 333132 times)

Putnam

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"Ideal" is subjective. For FPS, you probably want a small or medium region.

600 years? 100 years is best for me. Keeps things interesting for adventure mode AND dwarf mode. 200 would be better for secrets and curses and such.

crazz2323

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So how does going through the years effect what will be around when you stop? For example, does stopping earlier increase the chances of more races (good and bad) So would you say its not recommended to let it go till the end? I like a challenge and don't want easy mode :)
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Deon

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The earlier you stop, the less interesting events is there (which you won't normally see in the fortress mode). The longer you go, the less beasts/megabeasts are there.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

crazz2323

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Yeah, I am playing fortress mode so stopping earlier then would make things more interesting I assume?

One more question, of the 4 or so worlds I generated stopping at 650 years and even this last one stopping at the default end year, both large or medium regions, I noticed I never see any evil races listed as neighbors when looking for an embark site, It seems like the evil races are disabled or something.. I have not changed anything, just generating a new world with advanced parameters and hitting enter... is there something I should be doing? So, I never see the following (red line means they are not present right?): Goblins, Void Dwellers, Kensari, Serpent folk, Merfolk, Fallen. I do see an occasional tower. I am scrolling around the region looking to see if any location has any of them. Why is this? Seems the game will not be very interesting if there are no bad guys... Am I missing something here?
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Trapezohedron

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Red line marks hostility. Lack of civs being listed in the... list means that other civs cannot access your civ. Dwarves can always access your civ, so you have an annual source of materials.

And towers are necromancer towers. They're... pretty fun, especially with all the unique secrets available.
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Thank you for all the fish. It was a good run.

crazz2323

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Ah OK that makes more sense thank you!
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Tirion

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Kensari tend to die off fairly early, in the 200s at best. May be their complete inability to speak, they don't even have [UTTERANCES], so everyone is always hostile to them? Or maybe they breed to slowly, or have shitty equipment? Dunno how that works during worldgen.

Also, currently all secrets require [CAN_SPEAK], which discriminates against a few races-coincidentally, those that tend to go extinct.

And I generally go with a 250 year history, with 100 megabeast and 100 semimegabeast lairs. They often begin breeding, making it easier to for example capture an Ape King to set up an unlimited Blood Ape farm.

EDIT: for some reason, Ape King doesn't use it's Blood Ape making ability in the arena. Would someone please look into it?
EDIT2: he just summoned one. It looks like they are quite reluctant to use the ability, might be the range of 1. And funnily, the summoned blood apes are on the same side they were.
« Last Edit: May 04, 2013, 04:26:41 pm by Tirion »
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

Catsup

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im experiencing an issue with some sites that seem to reduce my game's fps to near 0 for half a minute or so every turn with this mod that i never had with vanilla, it seems to be a bug.

It first happened when i was camping inside a werebeast's lair and waiting for it to transform, after i continuously lived in the lair just sleeping and eating my game seemed to lose alot of fps and one day the fps dropped to near 0 whenever i tried to move, and the issue went away after i slowly moved away from the site and waited 1 hour elsewhere.

This bug happened again when i was trying to move towards a cave site, and seemed to stop if i move away from the site, but its so bad that it makes the site otherwise inaccessible.


Also i tried using a napped pick to dig directly down and into hell, but for some reason it wouldnt let me dig soil, is there a different tool used for digging soil with this mod?

Nat

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another question then, is there a guide somewhere for all the new metals and races and creatures that were added with this mod? i hate discovering myself, and it took quite a long time for me to realize demoniac was the weakest vampire and that cobalt was as weak as copper.

I went and looked up the numbers on all the metals in 5.23. I think all this is still true in the new version, but I haven't checked yet.

Note that my civilization was The Axes of Death and I tend to disregard everything that's worse than Steel, and my opinions are somewhat biased because of that.

Spoiler: METALS (click to show/hide)

Don't know too much about the new creatures, except necromages, because I've spent a few game years trying to deal with a bunch of them.
Spoiler: NECROMAGES (click to show/hide)
« Last Edit: May 04, 2013, 11:59:13 pm by Nat »
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Catsup

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i also have a question about world generation for this mod. The world_gen.txt that came with this mod seems to be much bigger than any world gen param file i ever seen before, and i replaced it with my own world gen file since i have some custom settings for adventure mode. Should i have kept the original mod's world gen file and instead modified it in-game? is only the "eldorado" param set suitable for this mod or are all param sets ok?

Deon

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Thanks for the info, I am sure many people will find it useful. I will add metal info to the manual next time I update it, Nat.

You seem to forget that there're no elves in this mod though, and elves-like creatures all use wood for weapons/armor! So Moonsilver is legit. It's the best metal vs undead, currently vs Fallen race only, but I will add it to the weakness list of glacier wights and necromage zombies as well for the next update.

Necromages are also revealed by creatures with high observer skill, like any type of necromancer.

i also have a question about world generation for this mod. The world_gen.txt that came with this mod seems to be much bigger than any world gen param file i ever seen before, and i replaced it with my own world gen file since i have some custom settings for adventure mode. Should i have kept the original mod's world gen file and instead modified it in-game? is only the "eldorado" param set suitable for this mod or are all param sets ok?
Yeah, the world_gen.txt is only that big because it has a custom North America map called "Eldorado". Also don't forget to remove vanilla interactions/curses/secrets when you play with this mod. Evil areas are not supposed to have zombies (only soulless husks), and glaciers have wights, and all new custom necromancer types also need free space to be generated, vampires too etc.
« Last Edit: May 05, 2013, 01:34:10 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Trapezohedron

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Aren't the void dwellers/voidwalkers also resistant to everything else except moonsilver?

That makes it very useful late game, if you can get your hands on enough supplies for it.
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Tirion

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Aren't the void dwellers/voidwalkers also resistant to everything else except moonsilver?

That makes it very useful late game, if you can get your hands on enough supplies for it.

I think their kryptonite is Voidsteel.
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Deon

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No, it's moonsilver too.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Tirion

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Deon, is there any reason Kensari don't have [CAN_SPEAK]? They are hostile no matter what, thanks to [BABYSNATCHER] in their entity file, but this way everyone gangs up on them in worldgen.
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."
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