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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1242023 times)

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1965 on: July 16, 2010, 10:21:25 pm »

Hey Deon, if you're interested, I made a weight set workshop to compliment the Training Dummies and the Obstacle Courses so we can train Shield and Armor skills now.

I think armor skill is not only moving better in heavy armor, but also twisting your body to offer wrong attack angle to the incoming strikes. "The squareness of the strike".
Easier to hit a plate-armored opponent who is standing still, harder to hit a clever one who keeps twisting around and shifting her balance.

Shield training workshop should be powered like windmill, swinging its multiple training weapons at you and then you block with shield.
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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: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1966 on: July 17, 2010, 12:33:37 am »

Sorry, sneak peaking here in the morning, no actual reading yet due to the family reuinion.
Is it possible to power buildings now? AFAIK you could do it with magma only before.
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OmnipotentGrue

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1967 on: July 17, 2010, 01:33:55 am »

Sorry, sneak peaking here in the morning, no actual reading yet due to the family reuinion.
Is it possible to power buildings now? AFAIK you could do it with magma only before.

I think TomiTapio just means it should just spin when powered by wind. Unless you're asking a completely different question, in which case: I don't think so.
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bobbens

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1968 on: July 17, 2010, 12:45:53 pm »

I think I recall this in vanilla too, but why do the squads not attack Elk Birds when near them? I had a squad near an elk bird while it was chowing down on a dwarf's head, until I gave them an explicit kill order they just stood there. Other monsters like troglodytes do get attacked on sight.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1969 on: July 17, 2010, 01:42:36 pm »

I've just read the changelog, tee hee! Crafting! I already used my free 5 min to check the Lofn's crafting mod. Awesome. I plan to make an expanded crafting system for adv. mode for Genesis now.

Also, now when we can get reagents from containers... Yay! True alchemy! I think I want to scrap all the plants alltogether except for most basic ones (I already wanted to remove some very long names which do not display well due to DF text window size) and re-add them with a few unique reactions for each one. They were here for diversity, now it would be for gameplay too. I do not promise to add back all 150+ plants and that they will be the same, but I think it will be much more interesting nonetheless. I never used all 150+ plants anyway, I had only about 4-6 major crops on my farms. Correct me if I'm wrong.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1970 on: July 17, 2010, 01:48:51 pm »

I already merged stuff from .31.10 to my private Genesis. Which doesn't have illithids or breath-attacks on dwarves.
Weapon and metal changes are difficult to decide, one should test them but I've never done any arena testing. My copper costs much more than lead or nickel, because copper is useful.
I've got some language tweaks too so you won't get FBs (in the Legends mode) named His, Mum, etc.

Here's my raws + Ironhand-with-punctuation:
http://dl.dropbox.com/u/8967397/DF3110Gen281_Tomis-raw.zip

The crossbow changes and some other changes seem like they might be a little breaking. I guess I could just wait for Deon to come out with the latest version and copy/paste the new information.
You could take the 30-maxvelocity suggestion to let armor protect vs. bolts.
It may be what I want for a base actually. While I admired Illithids I've never actually corrected them as I wanted so they were original author's work in most cases. I would want to rework them, so the non-illithid version seems like a good start to redo that. What do you think about that, TomiTapio? Mind if I use it? I don't have too much time now because I've just recently arrived, and I have to baptize my son tomorrow, so there's a lot of people and stuff around me which do not let me to relax, get a drink and slowly mod as I like to do :).

P.S. What's new with crossbows which I should take care of in the new version for my old Genesis raws? I haven't got a time to test the new version yet.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1971 on: July 17, 2010, 03:20:44 pm »

I never used all 150+ plants anyway, I had only about 4-6 major crops on my farms. Correct me if I'm wrong.

Sort of fun to gather cave and outdoor plants, get all sorts of exotic alcohols made. But cave tomatoes and cucumbers, bye-bye.
I'd keep the fruit trees and some 8 berry types. Jute and Flax are solid. Never heard of Ramie before DF. (googles Ramie)
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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

bobbens

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1972 on: July 17, 2010, 03:26:36 pm »

I never used all 150+ plants anyway, I had only about 4-6 major crops on my farms. Correct me if I'm wrong.

Sort of fun to gather cave and outdoor plants, get all sorts of exotic alcohols made. But cave tomatoes and cucumbers, bye-bye.
I'd keep the fruit trees and some 8 berry types. Jute and Flax are solid. Never heard of Ramie before DF. (googles Ramie)

It's fun at starters, but it's a pain to manage X++ seed types and end up accumulating enormous stockpiles of seeds. What I dislike the most is that a lot of them can be milled, which means all my bags get full of flour instead of dimple dye. However I think this is me just sucking at the game. Fewer but more differenciated would help increase the signal to noise ratio.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1973 on: July 17, 2010, 03:27:55 pm »

It may be what I want for a base actually. While I admired Illithids I've never actually corrected them as I wanted so they were original author's work in most cases. I would want to rework them, so the non-illithid version seems like a good start to redo that. What do you think about that, TomiTapio? Mind if I use it? I don't have too much time now because I've just recently arrived, and I have to baptize my son tomorrow, so there's a lot of people and stuff around me which do not let me to relax, get a drink and slowly mod as I like to do :).

P.S. What's new with crossbows which I should take care of in the new version for my old Genesis raws? I haven't got a time to test the new version yet.

I'll upload my current world raws, made some animal tweaks based on adventurer's raptor & lion fights. Rhino and Elephant stuff too. And put Babysnatcher tag back into serpentfolk, hope to have more conflict.
http://dl.dropbox.com/u/8967397/DF3110Gen281_Tomis-raw-July17.zip

I can run a few weapon tests, got the hang of log analysis now with OpenOffice spreadsheet, see my posts at
http://www.bay12forums.com/smf/index.php?topic=61203.30
I recommend to have no whips at all in the world. Flails may be useless junk too -- unless you change their numbers to war hammer numbers. Guess vanilla has some issue about Robes and Cloaks spreading the incoming impact over their large surface area (leather glove: damage through, leather robe: absorb blow!)
I think currently no armor can ever protect throat?

-- Yeah it's quite annoying to have 100 leather bags for seeds. Leather is too cheap at 5 €, or cloth is too expensive at 34-68 €. Annoying to make barrels forever, because barrels apparently get destroyed when drunk empty.
« Last Edit: July 17, 2010, 03:34:09 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

sir labreck

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1974 on: July 18, 2010, 12:43:26 am »

Great mod so far! I need to play it more and lose lees time adding civ in it lol ^^
Thank for it ;)
« Last Edit: July 18, 2010, 01:15:21 am by sir labreck »
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sir labreck, how you manage to mangle English so much yet still manage to keep your posts comprehensible is beyond me. Well done.

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1975 on: July 18, 2010, 01:50:30 am »

Quote
because barrels apparently get destroyed when drunk empty.
Is it a new feature of 0.31.09/10? It was not present in 0.31.08.

Also I do not want to ax the number of plants totally, I just want the existing to be included in more reactions like achemy and slightly magical reactions. I always liked reagent magic in various RPG games so an ability to fiddle with it in Fortress (and now Adventurer) mode seems interesting for me.

Thank you, Labreck :). I haven't worked on it for some time, so expect more dedication in the next release.

Quote
I'll upload my current world raws, made some animal tweaks based on adventurer's raptor & lion fights. Rhino and Elephant stuff too. And put Babysnatcher tag back into serpentfolk, hope to have more conflict.
Are there any new creatures which do not have graphics I should be aware of?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1976 on: July 18, 2010, 09:51:03 am »

Quote
I'll upload my current world raws, made some animal tweaks based on adventurer's raptor & lion fights. Rhino and Elephant stuff too. And put Babysnatcher tag back into serpentfolk, hope to have more conflict.
Are there any new creatures which do not have graphics I should be aware of?

I mapped the mastiff/bulldog/spaniel to some canine pics. Spaniel isn't trainable, too friendly. Forest Cat (bigger cat), giant otter, giant gargoyle don't have graphics.
Should make the mastiff and bulldog stand-alone creatures instead of copy-tags-from-dog.

Should make ToughBone, ToughTooth, ToughNail, ToughMuscle, ToughSkin for monsters, so not all monsters have puny human bones and human skin. Maybe that's the main thing wrong with hydra/dragon/giant now, made out of puny materials. (Cow bone strength numbers at http://www.engin.umich.edu/class/bme456/bonefunction/bonefunction.htm)
--I'll try making the materials and new quadruped template now--

Shortening the metal names is confusing to newbies, of course. I have
wrought iron, w-iron
enchanted ironwood, e-irwood
black bronze, kbronze
bismuth bronze, bbronze
sterling silver, ssilver.
« Last Edit: July 18, 2010, 10:11:39 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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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1977 on: July 18, 2010, 11:27:08 am »

Should make ToughBone, ToughTooth, ToughNail, ToughMuscle, ToughSkin for monsters, so not all monsters have puny human bones and human skin. Maybe that's the main thing wrong with hydra/dragon/giant now, made out of puny materials. (Cow bone strength numbers at http://www.engin.umich.edu/class/bme456/bonefunction/bonefunction.htm)

Done with materials. Testing in arena.
four toughmaterial elephants killed a Genesis Red Dragon without casualties.
8 toughmaterial elephants team vs. 8 regular elephants, I think 4 or 5 tough-ele survived.

Six stone dwarves, copper sword, shield, copper armor, no skills, versus two tough-ele. Bah the tough-ele wore same copper armor! Redo.
One dwarf dead, tough-elephants defeated. Spreadsheet: http://dl.dropbox.com/u/8967397/arena_6_sworddwarf_vs_2tough-ele_.csv

20 regular elephants vs. 20 toughmaterial elephants, hmm... 15 tough survived the clash. Spreadsheet: http://dl.dropbox.com/u/8967397/arena_20_tough-ele_vs_20_ele_.csv
"Elephant 10 kicks Toughfant 13 in the head with her right front foot bruising the muscle!"
"Elephant 10 kicks Toughfant 13 in the throat with her right front foot tearing it apart!"
"Elephant 10 kicks Toughfant 15 in the upper body with her left front foot bruising the muscle and bruising the heart!"
"Elephant 11 gores Toughfant 14 in the guts with her left tusk tearing it!"
"Toughfant 1 kicks Elephant 17 in the lower body with her left front foot chipping the skin and bruising the muscle and bruising the right kidney!"
"Toughfant 10 kicks Elephant 7 in the upper body with her left front foot fracturing the skin and bruising the muscle, jamming the right true rib through the heart and tearing apart the heart!"

My current raws including dangerous toughfant: http://dl.dropbox.com/u/8967397/DF3110Gen281_Tomis-raw-toughmate.zip
To upgrade a dangerous creature just use [BODY_DETAIL_PLAN:TOUGHSTANDARD_MATERIALS] instead of regular STANDARD_MATERIALS. Tissues were not changed.

Addendum: actual fort, goblin & caravan & copper swords log: http://dl.dropbox.com/u/8967397/DF%20Genesis%20fort%20-%20actual%20combat%20gobs.csv
« Last Edit: July 18, 2010, 02:46:29 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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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1978 on: July 18, 2010, 03:22:08 pm »

Actually, TomiTapio, did you remake your goblins into Ender Goblins with a size of 2,000,000 or something?  I can't see many other ways for five goblin bones to weigh basically as much as an entire goblin normally weighs, when normal goblins have about 22 bones.  Elsewise, there is some very bizzare mechanic making your goblin far more massive than they should be.

(checks) damn, only four gob castes have body size tags in Genesis mod, but there are 8 castes. Deon's work :)

Fixed goblins into my version, not uploading yet. Maybe .31.11 has huge weapon balance changes.
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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

Nil Eyeglazed

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1979 on: July 18, 2010, 03:39:23 pm »

Hey, this is cool!  Been playing just a little bit.

I'm sure my questions are answered SOMEWHERE in this thread, so I'm going to phrase them as a request instead :)

Maybe it'd be a good idea to talk about the relative value of materials someplace?  I see that there are sterling silver weapons, and sun gold weapons, and I'm sure there's more, and I don't have a clue as to what is better than what.  Maybe the first post of this thread could be updated with this information, or it could be in the manual?
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He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...<P>It should be pretty fun though.
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