Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 31

Author Topic: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--  (Read 176210 times)

TomiTapio

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

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.
Thanks for sciencing! Will try.

So hyped for this! Thank you.
We have about 130 loyal customers of OldGenesis! Cheers! Always open for tuning tips.


Anyone got a reaction for:  TODO reaction to destroy prepared meals. Feast. Creates a happy-cloud?
might require cups/goblets/bowls so feast isn't trivially easy.
We already have destroy_meat and destroy_fat reactions, we pretend to feed it to our animals.
« Last Edit: April 08, 2018, 04:49:11 pm by TomiTapio »
Logged
==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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #91 on: April 10, 2018, 10:27:17 am »

As I play, I improve the mod. Stuff done so far for next release:

- dwarf blood has syndrome now.
- blood and ichor syndromes limited to DWARVES. Visiting other races/invaders aren't bothered by a bit of blood...
- dwarf sweat only affects certain dwarf castes. (jade scholars sweating under drill sergeant)  All other creatures have different, non-syndrome sweat.
  dwarf tears and sweat seen in training soldiers.
- dwarf civ ethics tweaked
- new reaction: milk to hospital_water. at screw press.

- emu and barn owl, skin downgraded from leather to suede.


Time talk:
- One fort season (100800 ticks) is: 67 player minutes at 25 tps, 34 minutes at 50 tps, 17 minutes at 100 tps.
- walking: 33600 ticks per month. avg dwarf walks 120 tiles/day (day is 1200 ticks), 840 tiles/week.
  That's 1848 m/week, 264 m/day. Assuming 2.2m wide tiles.

« Last Edit: April 10, 2018, 12:56:45 pm by TomiTapio »
Logged
==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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #92 on: April 17, 2018, 10:42:47 am »


Who's that in our inn? A short-haired gobline artist! And a human monk with blue paint on forehead.


Logged
==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

redivider

  • Bay Watcher
    • View Profile
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #93 on: April 19, 2018, 03:38:42 am »

Melting ice to water bucket seems to be bugged or im doing something wrong but the water just goes on the floor as a glob and the bucket is still empty after the reaction. I suppose the ice melts on its own before the reaction is done, since it is hauled inside but then whats the point because if i do the reaction outside then the water will freeze in the bucket?
« Last Edit: April 19, 2018, 03:40:29 am by redivider »
Logged

Levity

  • Bay Watcher
    • View Profile
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #94 on: April 28, 2018, 09:05:27 am »

How's this mod in relation to siege chance? Do mods that add a lot more hostile races actually make a difference?
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #95 on: April 28, 2018, 09:16:41 am »

Some of my forts have four sieges in 5 years; so much blooood on the walls...
I should tweak snakemen to be more evil, so one gets war with them too. Finally got worldgen populations to a good state (many dwarves and many goblins).

Here's my current world, if you embark in southeast zone, you will get groblin and centaur invaders after like 450 000 wealth. Check embark map for neighbor names.
http://dffd.bay12games.com/file.php?id=13708

Spoiler (click to show/hide)

Melting ice to water bucket seems to be bugged or im doing something wrong but the water just goes on the floor as a glob and the bucket is still empty after the reaction. I suppose the ice melts on its own before the reaction is done, since it is hauled inside but then whats the point because if i do the reaction outside then the water will freeze in the bucket?
Thanks for the report! Can a water that is inside a bucket be frozen, I do not know. I haven't tested thoroughly~
« Last Edit: April 28, 2018, 09:20:45 am by TomiTapio »
Logged
==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

Levity

  • Bay Watcher
    • View Profile
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #96 on: April 28, 2018, 09:22:47 am »

I remember Old Genesis was my favourite way to play the game, yeeaaarsss agoooo!

I'm returning to DF!
Logged

redivider

  • Bay Watcher
    • View Profile
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #97 on: April 29, 2018, 04:21:43 pm »

It seems that either 2 things happen, 1: water freezes again when the dwarf is done creating an ice bucket that has to be dumped out or 2: the ice melts before the dwarf is done and the water glob falls to the ground and since ice is no more the dwarf cancels the job (perhaps higher pressing skill would help?) also 3: sometimes it works (rarely). I dont think its a reaction problem afaik, its just DF being DF, also obviously this is with temperature on.
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #98 on: April 29, 2018, 08:36:22 pm »

I remember Old Genesis was my favourite way to play the game, yeeaaarsss agoooo!
I'm returning to DF!

Cheers!
Try the new j-m-q wooden backpack (inspired by Finnish birch bark crafts) and wooden quiver (I cannot carry arrows unless I have a dead animal skin!!)
also wooden spear is good for first 15 dwarves, and in weapon traps. Lousy against armor, okay versus animals.

Wonder at the marvel of a XX buildingdestroyer large scholar visiting your fort, or a wandering XX YY joining you as a mercenary!

More hints
Spoiler (click to show/hide)
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e 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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #99 on: May 01, 2018, 12:12:02 pm »

Heck this OldGenesis Phoebus-tiles world I'm leveling up for sharing, has more war.
It'll be nice for others to get my named migrants "Lolor tuff" "Ablel speedy" "Kogan masn poet" "Dugan crap cripp" "As Domple" "Uri dig doc" and "Etur dance book".

« Last Edit: May 01, 2018, 12:19:37 pm by TomiTapio »
Logged
==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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #100 on: May 04, 2018, 04:37:29 pm »

The next update of OldGenesis will have natural_skills on some dwarf castes, as they _do_ learn stuff as teenagers.

Example: obsidian (fire spirit, fire control) clan.
Spoiler (click to show/hide)

Example: aspid (snake spirit) clan.
Spoiler (click to show/hide)

Example: Jade (scholar) clan.
Spoiler (click to show/hide)

The domple clan (heavy learning disability) and shield clan (great at soldier skills) are my additions, the rest are by Deon.

Now to test what kinda migrants I get!
« Last Edit: May 04, 2018, 04:59:03 pm by TomiTapio »
Logged
==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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #101 on: May 05, 2018, 12:33:21 pm »

Okay a bit too many STEEL DWARF HERO LEADERS (4 of 45). Gotta increase commonness of Stone Clan (the most basic ones).
Got two geographers at once! Because gave learned-as-teenager READING skill to Jade Clan. Jades like to read and debate and logic and crossbow.

World save for your enjoyment. First premade Phoebus-tiles world I've uploaded. http://dffd.bay12games.com/file.php?id=13727

« Last Edit: May 05, 2018, 01:08:49 pm by TomiTapio »
Logged
==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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #102 on: May 07, 2018, 04:30:19 pm »

Now with 44.10, quite too much stress in my fort. over 10% of dwarves are insane.
There have been no invasions or mass deaths. Tantrums, refuse. Many fisherdwarf-poets. Sunk into derpression at 45k stress, instead of at 110k stress!

Hey, which caste learns fishing as teenager? And which learns poetry.
Aspids learn lying and knifing, that I have.
Logged
==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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.09] Deon's OldGenesis mod - now 100k stress depression possible
« Reply #103 on: May 08, 2018, 12:04:35 pm »

OldGenesis tip: only allow your ten least stressed dwarves carry refuse and corpses. Corpse seeing seems to VERILY impact stress now in 44.10.
Logged
==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

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [44.10] Deon's OldGenesis mod - stress stress whiskey stress stress
« Reply #104 on: May 09, 2018, 11:55:30 pm »


=== Wash the blood off you and drink up!  44.10 OldGenesis is here ===
http://dffd.bay12games.com/who.php?id=1538

Blood syndromes mean dwarves get anxiety from blood spatter touching them. Make a bath zone! Don't allow the anxiety-vulnerable ones carry corpses!
Three alcohol tiers: lousy, regular, great.
Lousy alcohol, like asparagus brew, does not give any positive effects.

Changelog:
Spoiler (click to show/hide)
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e 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
Pages: 1 ... 5 6 [7] 8 9 ... 31