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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1249846 times)

Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5730 on: March 22, 2011, 01:52:41 pm »

Male deer have antlers, that's probably why the caste-specific body token.

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5731 on: March 22, 2011, 01:58:20 pm »

Male deer have antlers, that's probably why the caste-specific body token.
Yeah but I delete the body def that is applied to both castes afterwards, a mistake like that may cause... unstability.
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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

Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5732 on: March 22, 2011, 02:01:47 pm »

All you need is [BODY:ANTLERS] under the male caste, don't need a huge definition per caste.

Confused111

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5733 on: March 22, 2011, 06:38:03 pm »

Can someone give me a list of the hardness of the metals?
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5734 on: March 22, 2011, 07:38:22 pm »

I don't know how are you attached to the races of genesis... I've just played a bit of .21 and I totally love pandamen :). Which makes me to consider some global changes to races.

- Panda people replace orcs (theme with asian swords, language file).

- Goblinoids and barghests split from demonic race; two greenskin races: goblinoids vs orcs (goblinoids are mischievous and evil; orcs are proud and aggressive yet possible to lead a diplomacy with).
- Demonic union is a pure demon race; I want them to look like "inferno" from HOMM. They will have various castes, mostly "demons of *", with a rare "demons of fire" caste.

What do you think? I personally feel a need to move on and play with races more :).

I have been recently taking a break from DF due to work and school but when i get time i'm going to dive into it--more races to have sieges and fights outside my fortress sounds kickass! Is it possible to have an undead race? i'd love to see a siege show up with 40 skeletons with 1 necromancer/demon in the lead.
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D_E

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5735 on: March 22, 2011, 07:50:59 pm »

Can someone give me a list of the hardness of the metals?

Here's a link to some stuff deon posted about the qualities of the different metals.  It's from a while back, but should mostly be the same.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5736 on: March 22, 2011, 07:51:59 pm »

You cannot add a zombie or skeleton as they appear in evil biomes, but you can make a creature with no thought or organs, made of skeleton only.  So, a perfectly healthy creature can resemble the undead, but they can't be actually made.

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5737 on: March 22, 2011, 10:01:15 pm »

Can someone give me a list of the hardness of the metals?
Their goodness order is listed on the Genesis wiki: http://df-genesis.wikidot.com/metals

One could make a Bone Golem, similar to the bronze colossus but only the size of three dwarves. I think having lots of limbs would add to the creature's defense, as any limb hit on a no-pain doesn't-die-of-bloos-loss creature is pretty much insignificant. The trouble with current (of a few releases back) undead is that they die very easily compared to goats 'n goblins. Due to them having a temporary-hack hit point system.

Genesis has it's own wiki...? Of course. I should've guessed.
It's very poorly updated, as you need to A) make a wikidot account B) have Deon approve your writing rights to the wiki. So it's pretty poor compared to normal wikis where everyone can contribute, and regular users can undo bad changes.
« Last Edit: March 22, 2011, 10:05:51 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

Aramco

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5738 on: March 22, 2011, 10:02:57 pm »

Genesis has it's own wiki...? Of course. I should've guessed.
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

BigD145

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5739 on: March 22, 2011, 10:13:39 pm »

Genesis has it's own wiki...? Of course. I should've guessed.

It's the first words of the first post.....
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Aramco

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5740 on: March 22, 2011, 10:19:39 pm »

Genesis has it's own wiki...? Of course. I should've guessed.

It's the first words of the first post.....

It... it is? It is! I mean, I've never been all that observant, but to not notice big text like that...
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

Torgan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5741 on: March 23, 2011, 03:14:08 am »

One could make a Bone Golem, similar to the bronze colossus but only the size of three dwarves. I think having lots of limbs would add to the creature's defense, as any limb hit on a no-pain doesn't-die-of-bloos-loss creature is pretty much insignificant. The trouble with current (of a few releases back) undead is that they die very easily compared to goats 'n goblins. Due to them having a temporary-hack hit point system.
I was thinking of suggesting clay golems now we have all these new soil types.  Fear his cassiterite glaze!  Could leave behind a masterwork statue when killed, similar to the bronze colossus.

Ultimately you'd want to 'breed' them then bake them in magma to litter your fortress with menacing statues.  Or have them as mounts so a dwarf can climb inside and use them as the ultimate dwarven armour!!  May be tricky and/or impossible to code.. :P
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Girlinhat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5742 on: March 23, 2011, 04:58:47 am »

There probably will be a mount option for protection percentage, and make it possible that a mount provides 100% protection to its rider.  This will effectively be living powered armor.  If that's included, of course.

As a side-note, while discussing other things elsewhere, the idea of moving fortress parts came up, and someone suggested "dwarven mecha" made of interconnected moving walls and floors, to make a dozen-story tall dwarven mech.  I have no idea how possible this would be, given we have no idea how moving fortress parts will work.

Torgan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5743 on: March 23, 2011, 07:51:00 am »

to make a dozen-story tall dwarven mech.
Dwarf Fortress: Robot in disguise.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5744 on: March 23, 2011, 08:13:56 am »

Added Large Horse (like I added large cat and 3 dog breeds), and picked the name Percheron from a list of draft horse breeds. (Name comes from La Peche valley.)
http://horsebreedslist.com/horse-breeds/80/percheron

Changed vanilla horse to
   [BODY_SIZE:0:0:60000] (year:day:grams)
   [BODY_SIZE:1:0:250000]
   [BODY_SIZE:7:0:600000] --year 7 so have more horse size variance like real life.
And Percherons have
   [BODY_SIZE:0:0:100000]
   [BODY_SIZE:1:0:600000]
   [BODY_SIZE:5:0:1400000] --little larger than IRL 1.2 tons max, thanks to fantasy world

Hope to see guard horses kick many kobbo skulls in.
And some caravans should come with this superior pack animal. Waitaminute, elephants should be pack animals too.
Wild Percherons, being a domestic breed, are much rarer in the wild than wild horses.


Edit: Here's my current raws, finished adding CAN_LEARN to those that had natural skills. Dogs, camels, horses, crocs etc. now have decent biting/kicking skills. Some tunings are included. Delete your raw folder and put this instead and roll new world. You must be using DF .21 exe.
http://dl.dropbox.com/u/8967397/Gen21Ironhand_March23_interim_raws.zip

I plan to add a lasher-sword, so those crap dorf migrants who already have lasher skill, can use a sword with lasher skill. Because whips against elephants and armored goblins are silly.
Now rolling a new fort to test things and to enjoy high fps.
(Edit: testing... deaths caused by giant moles and arachnas, both have biting skill. Dread troll lasted 80 pages vs. punches and shield bashes. Had one crash :( )
(3rd test embark, glacier/tundra... giant olm totally killed two skill-3 copper axe users! Woe! Later: fire mephit bushfire kills many dorfs. And leaper pile kills last three, end.)
(4th test, daggers vs. high evil high savagery: wowow a zombie black bear as first wildlife! Then jackals, then zombie turkeys. later one zombie vulture stuck high in the sky, perma-scaring people. And fell to first centaur siege, 4 cagetraps not enough.)
« Last Edit: March 23, 2011, 05:06:57 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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