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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1250302 times)

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6030 on: April 04, 2011, 06:40:12 am »

Genesis 3.23
* bread baking and candy making
* blast furnace is more efficient
* training reactions now have reagents and products (due to a vanilla change)
* obsidian dwarves now REALLY don't have fire attacks
* tweaked dyes to have more avaliable colors
* tweaked plants a bit
* removed archery training from Obstacle Course
* expanded manual with new info (added missing races, farming, metalworking, workshops)



Deon, are goblins going to have towns? They don't even seem to show up in their unmarked land thingies.
It's temporary. If you notice the devlog, Toady is working on towns, so dark towers should be around the corner. I don't want them to overexpand, the mountain farms and hamlets cause really awkward things :). However you can just open their entity file and change DARK_FORTRESS to CITY.
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Kipi

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.22a ϟ] - quickfix
« Reply #6031 on: April 04, 2011, 06:41:42 am »

Of course, you could keep the [PRESERVE_REAGENT] tag and produce a boulder which boils away immediately, though if playing with temperature off that boiling wouldn't happen, resulting large amounts of unwanted stones. I myself solve the temperature problem (causing slow FPS) by keeping the temperature off and only at times I want to get rid of all the unwanted byproducts I turn it on for a brief moment. Just don't give the boulder any syndromes  :P

But yeah, the best solution is to consume the reagent and give a product of same item type, taking a material from reagent. The loss of quality is a problem.
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Room Values - !!SCIENCE!!

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You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6032 on: April 04, 2011, 06:44:11 am »

Bread baking: Takes flour, produces 5 bread from 1 unit.
Candy making": Takes sugar (3 types), produces 5 candies from 1 unit.

So bread baking is more efficient than growing of common stuff like plump helmets, but requires more work (and flour-yielding plants do not grow in winter).



The manual is still .chm, I will get to transforming it into plain .html soon, just not today. But it has more info than the wiki now :P.

Quote
Of course, you could keep the [PRESERVE_REAGENT] tag and produce a boulder which boils away immediately, though if playing with temperature off that boiling wouldn't happen, resulting large amounts of unwanted stones.
Yep, that's why I didn't go with the boiling stone idea. I will probably make special tools which do not have quality later.
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Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6033 on: April 04, 2011, 07:24:02 am »

I have an idea, but I don't know if it would work. The question is, if a entity definition has more than one [TRANSLATION:] line, will it pick from them at random? I was thinking of 'dialects' for the various languages. (I'd gladly create them myself.)
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6034 on: April 04, 2011, 07:39:02 am »

I will check it, but I think it takes the last one as the main.
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Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6035 on: April 04, 2011, 08:52:15 am »

@Deon,
how did you create the translation files? With some program or did you actually typed every single one of them, after making them all up?
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Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6036 on: April 04, 2011, 08:53:36 am »

@Deon,
how did you create the translation files? With some program or did you actually typed every single one of them, after making them all up?

I don't know how Deon does his, but I use the 'replace' function in wordpad. With the case sensivity on, of course.

It's fun.

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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6037 on: April 04, 2011, 08:56:32 am »

I typed in the Finnish language (my native one, with هنِ special letters, http://dffd.wimbli.com/file.php?id=2921  ) ,
and playtested it in many forts to adjust the words and their flexing/suffixes. I forgot how many hours that took. Heh can I get credit for language file in the Genesis credits :)

There are some simple generator software, where you input a pile of text or syllables, and it makes up zillions of words from them. Would be like 100-200 lines of code.
http://dffd.wimbli.com/file.php?id=463
http://www.google.com/search?&q=dffd%20language%20generator

Hey, we have under 380 active Genesis users, according to DFFD file stats.

Deon: [REACTION:COPPER_ENFORCE] has iron instead of expected copper.
Does the 5-from-1 increase itemcount too much?
« Last Edit: April 04, 2011, 09:14:06 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

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6038 on: April 04, 2011, 09:12:44 am »

Yeah, Tomi has made the awesome language for nords. Other ones were generated.

By the way, the bread and the candy (5 from 1 flour/sugar) are too cheap to make, I will adjust it for the further releases :).
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Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6039 on: April 04, 2011, 09:13:49 am »

Yeah, Tomi has made the awesome language for nords. Other ones were generated.

By the way, the bread and the candy (5 from 1 flour/sugar) are too cheap to make, I will adjust it for the further releases :).

So, any news on the viability of random dialects?
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Jeoshua

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6040 on: April 04, 2011, 09:18:30 am »

No wonder I LOVE the finnish one and HATE the "orcish" one.  We need to get someone who speaks chinese to make that file.  Problem would be, they might be offended by being made into orcs if they were really chinese  :-[
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I like fortresses because they are still underground.

Angel Of Death

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6041 on: April 04, 2011, 09:20:57 am »

I honestly never liked orcs. I prefered osmen.

But still, do osmen have AWESOME biting fangs? I think not.
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Vorthon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6042 on: April 04, 2011, 09:23:56 am »

I honestly never liked orcs. I prefered osmen.

But still, do osmen have AWESOME biting fangs? I think not.

All they need is a nail file, time, and some painkillers in case they go straight down to the nerves by mistake. :P
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Jeoshua

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6043 on: April 04, 2011, 09:35:36 am »

I honestly never liked orcs. I prefered osmen.

Get Notepad++

Search in files -> Find: orcs Replace: osmen -> Look over files for glaring errors (sosmencerer?) -> Launch Df, read errorlog.txt --> Profit.


But still, do osmen have AWESOME biting fangs? I think not.

Using this method... they actually do.  AND they look like chinese if you get the graphics files (note Deon still distributes osmen.png in the mod, search/replace will replace "orcs.txt" with "osmen.txt")
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.23 ϟ] - bread and candies!
« Reply #6044 on: April 04, 2011, 10:16:52 am »

Get Notepad++
Search in files -> Find: orcs Replace: osmen -> Look over files for glaring errors (sosmencerer?) -> Launch Df, read errorlog.txt --> Profit.
(and the base word "orc", not just the plural)
Better is to manually approve each replacing (yes/no/all/stop_replacing), there's not that many. Crimson Editor 3.70.

Finished merging latest genesis into my in-use folder, emailed my changes to Deon.


Dumed Abodlolor, Miner cancels Store Item in Stockpile: Interrupted by Forgotten Beast.
The Miner bats The spinning forgotten beast frozen extract out of the air!
The spinning forgotten beast frozen extract misses The Recruit!
The Hammerdwarf bashes The Forgotten Beast in the right rear foot with his (®*steel war hammer*¯), bruising the muscle!


Oh yes, melting enemy junk copper (and 10 anvils) lets me now make bronzes!
Edit4: "make wax crafts" seems not to work.
« Last Edit: April 04, 2011, 11:01:32 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
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