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Author Topic: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--  (Read 176548 times)

TomiTapio

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The correct stone types for carving, took some research.
COMPARE ROCKS site was a good help:  https://rocks.comparenature.com/en/claystone-uses/model-50-7

[REACTION_CLASS:CARVE_SMOOTH] : argillite, serpentine, steatite-soapstone(not in OldGenesis), alabaster, limestone, phyllite, marlstone, dolomite, jet, diabase, 3 marbles, black marble, sandstone, mudstone, siltstone, fragile chalk, more...
New reactions:

Spoiler (click to show/hide)
« Last Edit: April 25, 2019, 01:33:34 pm 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

TomiTapio

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Today I added to future version: wood carving from the top tier logs.

(cherry, oak, mahogany, walnut, maple, black-cap, nether-cap, bloodthorn, glumprong, highwood, chestnut,
ash, black ash, blackwood, vallenwood, golden oak, faraway tree, ako, teak, satinwood, ebony, elm, yew, hickory, redwood, sequoia)

Spoiler (click to show/hide)
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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

TomiTapio

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oops, error found in semiprecious gemstones carving. it took in crafts as well as roughgems, so jade ring into two jade rings, forever.
Will be fixed in the next release.

fixed version:
[REACTION:CARVE_PREC_EARRING] 2018-08
   [NAME:carve precious earrings]
   [BUILDING:CRAFTSMAN:NONE]
   [REAGENT:semiprec:1:ROUGH:NONE:NONE:NONE]    [REACTION_CLASS:SEMIPREC_CARVING]
   [PRODUCT:100:2:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:semiprec:NONE]   [PRODUCT_TOKEN:earring]
   [SKILL:CUTGEM]
« Last Edit: May 06, 2019, 11:53:30 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

TomiTapio

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=== Oi'll dip your jade earrings* in the tar barrel! OldGenesis 44.12e is here! ===

Ironhand version : http://dffd.bay12games.com/file.php?id=14365
Phoebus version : http://dffd.bay12games.com/file.php?id=14372
ASCII version : http://dffd.bay12games.com/file.php?id=14371

all my uploads: http://dffd.bay12games.com/who.php?id=1538
* reaction : carve from semiprecious rough gems

- 44.12e changelog:

Spoiler (click to show/hide)


« Last Edit: May 11, 2019, 01:40:52 pm 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

TomiTapio

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Paging everyone, OldGenesis 12e all three tileset versions are out now.

What the heck should I use the tar and turpentine for? Tar can be glue but what can the dorfs glue?
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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

Wyrdean

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Paging everyone, OldGenesis 12e all three tileset versions are out now.

What the heck should I use the tar and turpentine for? Tar can be glue but what can the dorfs glue?

Books perhaps?
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Wannabehero

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Paging everyone, OldGenesis 12e all three tileset versions are out now.

What the heck should I use the tar and turpentine for? Tar can be glue but what can the dorfs glue?

Glue + Woven Cloth = Composite (cloth armor plate or whatever you prefer)

https://en.wikipedia.org/wiki/Linothorax

Glue + Thin wood planks = Plywood

https://en.wikipedia.org/wiki/Plywood

Glue + Paper = Paper crafts?
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Korgoth

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there is a way for me to add more animal persons for the game without crashing?
i tried to mess with the raws to add some animal persons variants for the already existing animals, but the game crashes on the world gen.
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TomiTapio

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there is a way for me to add more animal persons for the game without crashing?
i tried to mess with the raws to add some animal persons variants for the already existing animals, but the game crashes on the world gen.
Some of OldGen anatomy might be non-standard (especially gender-specific parts), but I don't see how that could cause a crash. We have 20 animal persons in OG currently.
Spoiler (click to show/hide)
« Last Edit: June 01, 2019, 11:02:02 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

TomiTapio

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Hurrah, dwarf personality tunings seem to be good and balanced!
Just had an oldschool "loyalty cascade", dorfs murdering so much, 30 dead. (from 57 to 27 citizens). Quite rare event.

Hey, which adventure mode animals / beasts need some soundmessages added?
« Last Edit: June 01, 2019, 11:02:46 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

Korgoth

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well, I was adding them on the specific raws of the creatures, like the creature_temperate_new to add a boar man, and to add insect people, but the game continued to crash on world gen until I did a clean copy of the inicial raws. Maybe doing only on the creatures_normal_normal it will work? gonna try it out
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TomiTapio

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Hah, posh-caste dwarves are 0.4 % to 1.9 % suitable for the fisher job! So low.
(brew, beekeep, wax crafts, appraise, trade are their strong suits) (these are visible in Dwarf Therapist)

---
some foods: plump helmet cube soup, quarry bush slabcake, longland beer fries, dwarven bad ale burgers, lettuce jelly, quarry bush leaf broth.
« Last Edit: June 13, 2019, 03:28:40 pm 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

TomiTapio

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Slowly accumulating changes improvements as I play...


Code: [Select]
2019-06-xx: OldGenesis version 44.12f

note: if you have many barkstrips-leather, the caravans will telepathically know this, and they won't bring proper leather. Order hide/leather/fur from the mountainhomes.
note: wood weighs 19 to 41 kg per haulful.

- wooden(and all) bolts and arrows boosted about 5%, they were too weak vs alpaca legs.
- heavy sweating syndrome, limited to jade, posh, gloomy castes. (used to include stone male and shroom)
- masonry basics added to male moss dwarves(already smelting), carpentry added to female moss dwarves(already mining). Stone clan kept at no-base-skills.
  gem cutting added to posh male dwarves, alchemy to posh female dwarves.
- dwarves learn woodcrafting slower. (at start of embark, cut 20 trees and command "carve finest wood items".)
- metal ore frequencies adjusted.
 
Creatures:
- more armadillos.
- fewer pigeon infestations.
- ghouls made more common, freq 17 way too rare. Ghouls don't "EQUIPS" anymore.
- tiger, white tiger, jaguat got [AMPHIBIOUS].
- pig, warthog, goat, horses, zebra, cow, buffalo, water buffalo, yak to buildingdestroyer. Keep them in their pens, not in the tavern.

- Groblins breed more.
- centaur recruit icon fixed.
- muscle and bone tissue bleed a tiny bit more. A bit more pain in muscle damage.

- wooden crude daggers only "bruise the fat" of cave tortoise leg? Oh dear. Gotta adjust.

TODO goodwood mechanisms.

todo forge shield of bolt-approved metal.
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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

TomiTapio

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Heck yeah, Keeper humans send a squad to punish my dwarves!
(because we slew a Yeti Poet guest that smashed workshops. Musta been part of Keeper civ.)
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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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