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Author Topic: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--  (Read 176523 times)

TomiTapio

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  • OldGenesis since 2012
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TPS (simulation ticks per second) boosting tip for OldGenesis users and everyone:

Why do you need to wall off cleaned shafts?

Fps mainly, I used to play dwarf fortress on and off for 2 years now and every single time my fort would get bogged down to 3 fps within 5 years. Did some research and seems like main offender is pathfinding, specifically cleaned out z levels with added 31x31 stockpiles in them ( 961 possible hauling jobs per tick x however many stockiples I set as " Everything pile, just dump it all here " hurray! ).
I know about traffic zones but it's safer to simply block access so pathfinding algorithm doesn't have to calculate it. If you want a cheatier way, you can also create rock walls with dfhack tiletypes followed by revflood on the fortress side. It also turns the area to unexplored.

Playing mainly with 2x2 embarks and generously abusing quantum stockpiles atm. 50 year old fort with 170 dwarves. Fps go down to 20 only when 3 different caravans are in with their 100 traders, other times it's a respectable 40.
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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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  • OldGenesis since 2012
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.
One fort season (100800 ticks) is: 67 minutes at 25 tps,
34 minutes at 50 tps,
17 minutes at 100 tps.

Fort mode walking: 33600 ticks per month.
Average 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.
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

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  • OldGenesis since 2012
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my region10 managed to crash DF twice today. Two different forts. Hasn't happened much in previous weeks.
Remember to have seasonal autosave on.

Latest OldGenesis has been downloaded by about 125 fortressers. Thanks guys.
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

ArgosVI

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Hi! I'm trying to mod-in your megabeasts onto my vainilla game, and maybe other creatures. Don't know if it is a reasonable thing to ask but... Specifically, would you tell me what do I need to do to make frost wyrms use their breath attack? I've already copied the megabeast raw and they doesn't seem to use it in test mode. I only understand a thing or two from raws, and I know that they use the tags LOCAL_CREATURE_MAT:ICEBREATH:TRAILING_VAPOR_FLOW. Is ICEBREATH a modded tag? In which raw is it?
I hope I am not too bothersome with this request!
Thanks in advance!
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TomiTapio

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I only understand a thing or two from raws, and I know that they use the tags LOCAL_CREATURE_MAT:ICEBREATH:TRAILING_VAPOR_FLOW. Is ICEBREATH a modded tag? In which raw is it?
I hope I am not too bothersome with this request! Thanks in advance!
*uses code editor's "find string in many files" feature*
ah, the frost wyrm has [USE_MATERIAL_TEMPLATE:ICEBREATH:COLDBREATH_TEMPLATE], so the material is not inside the creature.

it's in material_template_faerun,
Spoiler (click to show/hide)
you could add it to the end of vanilla's material_template_default.txt.

Thanks for downloading OldGenesis!

ps. I quite like my Pekyt, the cave sheep that has rhino-hide instead of wool. And the goblin adventurer creature. Faedog, meh, too rare.
The dog breeds might be good for copying over, mastiff bulldog spaniel.
this reminds me, I should make the wandering human monk monsters more frequent. Baldur monk, duki monk, tangparral monk.
« Last Edit: June 23, 2020, 05:52:40 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

ArgosVI

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I only understand a thing or two from raws, and I know that they use the tags LOCAL_CREATURE_MAT:ICEBREATH:TRAILING_VAPOR_FLOW. Is ICEBREATH a modded tag? In which raw is it?
I hope I am not too bothersome with this request! Thanks in advance!
*uses code editor's "find string in many files" feature*
ah, the frost wyrm has [USE_MATERIAL_TEMPLATE:ICEBREATH:COLDBREATH_TEMPLATE], so the material is not inside the creature.

it's in material_template_faerun,
Spoiler (click to show/hide)
you could add it to the end of vanilla's material_template_default.txt.

Thanks for downloading OldGenesis!

ps. I quite like my Pekyt, the cave sheep that has rhino-hide instead of wool. And the goblin adventurer creature. Faedog, meh, too rare.
The dog breeds might be good for copying over, mastiff bulldog spaniel.
this reminds me, I should make the wandering human monk monsters more frequent. Baldur monk, duki monk, tangparral monk.

Thanks a lot!
I eventually used notepad ++ and found COLDBREATH_TEMPLATE, but did not know if anything else was needed.
 I liked the Pekyt! So, in the game it goes. Maybe the goblin creature so I can tinker with it a little. If you are in the mood: Any other recommendation?
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TomiTapio

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Well the minotaur has been tuned many times, and it has become my standard semimega to compare monster difficulty.
If a dragon/roc/thunderbird causes less deaths vs noob dorfs than a minotaur... boost the frikkin' megabeast.

Spoiler (click to show/hide)

cave beetle, cave turtle(deadly slow bite), cave croc, giant cave croc
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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Elf Bard creature for those who don't have OldGenesis installed.

My militia squad just considered attacking the bardy boi.

Code: [Select]
[CREATURE:ELF_BARD] by TomiTapio 2020. Used Yeti(known to become poet guest) as template.
[DESCRIPTION:(size 70) An elegantly dressed elven wanderer, carrying several musical instruments and books and some nasty bread.]
[NAME:elf bard:elf bards:elf bard]
[CASTE_NAME:elf bard:elf bards:elf bard]
[CREATURE_TILE:'E'][COLOR:6:0:0]
[CREATURE_CLASS:MAMMAL]
[CHILD:18][BABY:1][MULTIPLE_LITTER_RARE]

[NATURAL]
[ALL_ACTIVE]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:GRASSLAND_TEMPERATE]

[LARGE_ROAMING][LARGE_PREDATOR]
[FREQUENCY:27][DIFFICULTY:1]

[POPULATION_NUMBER:1:4]
[CLUSTER_NUMBER:1:3] okay can have more than one lollygagging around.
[INTELLIGENT]
[LOCAL_POPS_PRODUCE_HEROES] --elf bard

[NATURAL_SKILL:DISCIPLINE:2] to fix cowardice
[MEANDERER]
[FANCIFUL]
[BONECARN]
[PREFSTRING:silly dances and prances]

[NATURAL_SKILL:WRESTLING:2]
[NATURAL_SKILL:DODGING:6] slippery dancer
[NATURAL_SKILL:GRASP_STRIKE:4] light jabs to opponent's nose.

[NATURAL_SKILL:SWORD:2]
[NATURAL_SKILL:SPEAR:2]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:3]
[NATURAL_SKILL:MELEE_COMBAT:1] low bard experience

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:519:346:173:1900:2900] 51 kph biped
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:4732:4026:3327:1097:5922:7567] 8 kph   [SWIMS_INNATE]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:4732:4026:3327:1097:5922:7567] 8 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:4732:4026:3327:1097:5922:7567] 8 kph   [STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]

[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[CASTE:MALE]
[MALE]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]

[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:300]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[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]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]

[CAN_DO_INTERACTION:PET_ANIMAL]
[CDI:ADV_NAME:Pet animal]
[CDI:USAGE_HINT:GREETING]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:VERB:pet:pets:pets]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET:B:TOUCHABLE]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:20]

[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:16000]
[BODY_SIZE:16:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:100:510]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[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_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[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_PREPARE_AND_RECOVER:3:7]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[EQUIPS]

[PROFESSION_NAME:LASHER:halberdier:halberdiers]
[PROFESSION_NAME:MASTER_LASHER:elite halberdier:elite halberdiers]

[CANOPENDOORS]
[HOMEOTHERM:10067]
[SWIMS_INNATE]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AZURE:1]
[TLCM_NOUN:eyes:PLURAL]
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

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Heck, an ultra Ettin killed 96% of the dwarves I sent to fight it. Fort went from 55 citizens to 19!

Way too strong. We had like seven hero-class skill 5 warriors. Gotta nerf until Ettin is weaker than a dragon.
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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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Inod Udistilral, Herbalist cancels Gather Plants: Interrupted by a duck.
The flying {+rocktip bolt+} strikes the duck in the lower body, bruising the muscle and bruising the guts!
The duck is propelled away by the force of the blow!
The duck's right upper leg skids along the ground, bruising the muscle! The duck slams into an obstacle!
The duck stands up. The duck is no longer stunned.
*indignant duck sounds*
« Last Edit: July 13, 2020, 04:34:28 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

TomiTapio

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In previous fort, one merc or visitor managed to slay a Red Dragon while citizens cowered in the home rooms!
Spoiler (click to show/hide)

In current OldGenesis Ironhand-tiles fort, low wealth, 17 citizens, game crashed while I was not looking.

Edit: crashed again. Not sure if seasonal write-save crash or other crash.
« Last Edit: July 25, 2020, 06:39:30 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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We have a glacier fort with cobaltite, 340k wealth, 45 citizens.

Four goblin squad came "sieging". They were morons and fought SIX MAMMOTHS. Result: Two quite hurt mammoths and four dead goblins.

My forts often fall to a "forgotten beast who shoots fireball every 10 seconds".
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

SLMNDR

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When traveling around on a new world  in certain areas, I have been consistently crashing and getting this error (when I come within range of demons?):

*** Error(s) finalizing the entity DEMONS
Unrecognized entity creature token: DEMON

How could I go about solving this? the "entity_demons.txt" file is present, but I am going to try generating a world without it in the mean time. It should be noted that I have encountered an "earwig demon" with no issues aside from being torched.
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TomiTapio

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Demons got renamed, now their entity file starts

entity_deamons
[OBJECT:ENTITY]
[ENTITY:DEAMONS]
   [CREATURE:DEAMON1]

maybe you have old entity_demon.txt file still there, alongside entity_deamons.txt.
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

axemangeorge

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OG rocks
« Reply #329 on: August 14, 2020, 12:56:58 pm »

Just wanted to jump in and say I've been playing this for a while and REALLY enjoying it -- fantastic work!!
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