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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1242013 times)

dennislp3

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how do I know what materials (bone in particular) are better then metals...I killed a red dragon and I am planning on making a great axe for my steel dwarf....he has a crucible steel battleaxe and I am not sure which one will be stronger....

As thankful user of Genesis i dare to ask for same thing(being too lazy to look into raws..).

crucible steel, steel, wrought iron...what's what?

I tried looking at the raws a bit...but I cant make the most sense of em or find what I am looking for exactly...

I do know that crucible steel is the strongest basic metal (eg one you will find around on dwarves...not sure if any other civs use it or stronger metals) but I also know that he has modded bones to be of special strengths relative to the beast you kill....how good I do not know...

Right now I just want to know what is stronger...my crucible steel battle axe or my high quality red dragon bone great axe...testing is hard...although I seem to get better results against crucible steel with the crucible steel axe...granted that was one strike of each against the boots of a dwarf with each...so its hardly a reliable test
« Last Edit: August 06, 2010, 07:14:00 am by dennislp3 »
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Nat

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Right now I just want to know what is stronger...my crucible steel battle axe or my high quality red dragon bone great axe...testing is hard...although I seem to get better results against crucible steel with the crucible steel axe...granted that was one strike of each against the boots of a dwarf with each...so its hardly a reliable test

I tried a dragonbone axe as well... I wasn't terribly impressed. What you could do (and I never got around to it) is try the dragonbone axe on an illithid. I'm fairly sure only something at least as good as steel, or maybe bronze, will really do a lot of damage to them.

In other news, I played my first fortress in genesis mod... It lasted about a year and a half. I probably should have figured out the new military system beforehand ;) Just couldn't get them training early enough, and when they were attacked they were trying to run away because they thought they were civilians. It was good fun while it lasted though.
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TomiTapio

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I made the tough creature materials; used 2x the numbers of regular stuff,  quite a big change. I like having tougher flesh on the underground beasts.
So tough bone has [MAX_EDGE:2000] instead of 1000. Tough nail 2700, tough tooth 2400. Nails are sharper than teeth I say.
Copper has [MAX_EDGE:10000]. Don't use bone weapons, except bone bolts for rabbit hunting.

Tough bone as armor vs.blunt,
   [COMPRESSIVE_YIELD:400000]
   [COMPRESSIVE_FRACTURE:400000]
   [COMPRESSIVE_STRAIN_AT_YIELD:400] --4x
Copper,
   [COMPRESSIVE_YIELD:245 000] steel 1034 000
   [COMPRESSIVE_FRACTURE:770 000] steel 1379 000
   [COMPRESSIVE_STRAIN_AT_YIELD:175] steel 675
so tough bone armor might be reasonable if you only have copper. Make some elephant leather pants.

Maybe the dragons should be even tougher, it's no fun when a dragon attacks and a steel-armor squad takes no damage. (Changed my dragons to speed 600)

Maybe we should have the Genesis "manual" as a page on the wiki. Some creatures are spoilers, but the metals data, and what helmets to use..

when they were attacked they were trying to run away because they thought they were civilians. It was good fun while it lasted though.
Give a kill order, "s,a,k,r,enter, other corner enter" (Squad A, Kill in Rectangle) and after battle, "s,a,o".

« Last Edit: August 06, 2010, 08:53:02 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

Samohan25

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Sorry to ask but I can't set up a swimming pool, this is the second time my mason has become trapped and I can't seem to get him out.
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s20dan

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This looks like an impressive mod, is there much of an FPS hit during normal fort operations when using it?
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McBeer

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This looks like an impressive mod, is there much of an FPS hit during normal fort operations when using it?
Severe.
Normal fort operation have nothing to it, as you may finish with isolated fort with 3 civs fighting with each other in your garden...with suddenly appearing caravanas without ANY need for escaping from roaming horde.
Effect:
FPS = 1/4 of normal.
When siegers give up you will meet another wave...and so on.
BUT it doesn't matter looking at overall job done there.
It is impressive(especially soil/rock/metals colors, imo).

my advice - build very sophisticated, secured bunker in FEW years, or you are done(ceilings are mandatory).
« Last Edit: August 06, 2010, 02:48:49 pm by McBeer »
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fun is for rich men, i assume.
----------
My axe is sharp and my beard is strong.

InsanityPrelude

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15 megabytes can be kind of a lot if you're on a slow connection and just want to update the mod. Just my two cents.
« Last Edit: August 07, 2010, 12:40:31 am by InsanityPrelude »
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Forget down stairs, make an up stair
And then what?  Mine the sky? . . .  Actually, that'd be awesome.

BigD145

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15 megabytes can be kind of a lot if you're on a slow connection and just want to update the mod. Just my two cents.

It's mostly two songs. A no sound version would be nice for updates.
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InsanityPrelude

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That's what I was thinking. The songs are part of the game itself, and if we're downloading mods it's safe to assume we already have the game- so what would help would be a version without the game packaged in.
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Forget down stairs, make an up stair
And then what?  Mine the sky? . . .  Actually, that'd be awesome.

Foamy

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The songs are not the standard music.
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MiamiBryce

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Oh Armok the SEEDS!!

What do you all do with the seeds?  I never noticed them in vanilla DF because they all cook, so I can get rid of them by cooking them.  It looks like (so far) none of the new seeds can be cooked.  So it seems my options are:  Dwarven Atom Smasher, throw them in magma, or I leave them laying out somewhere they'll probably rot or be eaten by vermin.

Am I missing something here?

Thanks
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TomiTapio

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What do you all do with the seeds?  I never noticed them in vanilla DF because they all cook, so I can get rid of them by cooking them.  It looks like (so far) none of the new seeds can be cooked.  So it seems my options are:  Dwarven Atom Smasher, throw them in magma, or I leave them laying out somewhere they'll probably rot or be eaten by vermin.

Buy leathers. Make 200 bags. Sell seed bags to traders. Profit!
If you cook them all -- 400 prepared meals in various barrels, to sell.
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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

arghy

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So i have a question, this mod looks awesome but like all other mods like this i dont want to relearn dwarffortress all over again. Could i just gen a world and embark like i normally do without incident? I've always played with orcs and more recently fortress defense so the concept of building walls and a moat ASAP is nothing new to me.

After years of playing i still have a hard time with choosing civs at embark and i still barely remember all the goddamn metal combos--would i be totally lost upon embark or is it similar enough to vanilla DF that i would be able to make it work? The multiple dwarves is scaring me already--please tell me theres still one goddamn dwarven civ so i dont need to worry about choosing from 20 different civs all with different consequences.
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TomiTapio

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Happenings in my Paintbrushed, the first fort with Finnish names (ä & ö in use)

Spoiler (click to show/hide)

The military in detail: (Dwarf Therapist)

mile = military elite
miltr = military in training (good attributes immigrant but no mil skills)
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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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I put some condensed Genesis info up at http://df.magmawiki.com/index.php/User:TomiTapio, we can work on it together, maybe end up with a decent Genesis FAQ.

So i have a question, this mod looks awesome but like all other mods like this i dont want to relearn dwarffortress all over again. Could i just gen a world and embark like i normally do without incident?
Yep, easy as pie. Pie that menaces with spikes of Spiffitanium.
Pig tails and cave cotton make underground cloth.

After years of playing i still have a hard time with choosing civs at embark and i still barely remember all the goddamn metal combos--would i be totally lost upon embark or is it similar enough to vanilla DF that i would be able to make it work? The multiple dwarves is scaring me already--please tell me theres still one goddamn dwarven civ so i dont need to worry about choosing from 20 different civs all with different consequences.

There's one dwarf civ. The goblin civ is a little tougher and the big monsters have tougher skins, muscles, bones, for fun.
There's also hostile werewolf civ and illithid/mind flayer civ.
Steel dwarf caste is rare, and great for military. Jade dwarves learn faster.

Quick guide to metals: 1. use any steel. 2. lacking steel, use the three kinds of bronzes, or wrought iron. 3. failing that, copper time. 4. bronze is damn hard to make, tin is rare.
You can make an uniform that contains breastplate and THREE chain mails (vanilla DF feature).

Quick guide to Genesis dogs: Mastiff (heavier than dwarf) > bulldog > vanilla dog > untrainable yappy spaniel.
« Last Edit: August 08, 2010, 04:30:26 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
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