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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241911 times)

TomiTapio

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Indeed halberds are cool, being a combo of pike and poleaxe. But the game doesn't count weapon's reach or how crowded the battlefield is. (daggers should be the best while wrestling at the same time, but they aren't.)
I think of the basic square (corridor width) as 2 to 2.5 meters. Size of bed, size of table. That would make workshops and small 3x3 rooms 6-7.5m wide.

I am tempted to add moron caste (slow slow learning, steady 800-1000 speed range) and warrior caste (learns fighting faster, less thickness boost than stoner, above-average str/end, slower tactical speed 850-1100, more common than steel caste)
Ohwell, I'll add them now.

Edit: Here they are preliminarily, hope I guessed skill tags right.
Spoiler (click to show/hide)
(Updated my sig.)
« Last Edit: May 08, 2011, 02:38:21 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

Deon

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Don't you think "warrior stone dwarf" sounds a bit... I don't know, too long? Bulky?

What about Shield dwarves?
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Feel free to rename them.
Now running a test fort, so far no morons or shielders in 13 dorfs.

FINALLY with scarcity 900 I have bituminous. Haven't seen it in ages. (gold galena cassi tetra are the others on this map.)


Edit2: 2nd wave of migrants, and here is the first ever Domple Dwarf!
Spoiler (click to show/hide)
« Last Edit: May 08, 2011, 04:19:51 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

Alkhemia

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Not sure if you know this but the rock tip arrow and bolt won't store in Ammo stockpile unless I'm doing something wrong
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"Hiken: Tsubame-Gaeshi" -Sasaki Kojirou (Grand Order}

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darkflagrance

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Why even name the warrior stone dwarves or moron stone dwarves different things? Let them pass invisibly into the rest of the stone dwarf population - the player can distinguish them from their physical and mental traits, or from how incompetent they appear to be.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

TomiTapio

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Why even name the warrior stone dwarves or moron stone dwarves different things? Let them pass invisibly into the rest of the stone dwarf population - the player can distinguish them from their physical and mental traits, or from how incompetent they appear to be.
Stone dwarf learns at 115% xp, moron dorf at 12% xp. That is not visible to the player unless they deduce it from their initial migrant skills, or from slow skill gains. (This dorf of 150 dorfs seems to be learning slowly, is he a moron or isn't he?)

Stone has tissue boosts, warrior less boost, moron none. Not visible unless super-analyze how deeply they get injured.

Stone has greater variability in agility -- player needs to judge their movement speed by eye, as the agility descriptions are relative to the caste's agility-range (which one-sixth they belong to). And even after knowing exact speed, they're similar.

The player can't distinguish them without caste name, unless track and analyze each of their 150 dorfs. And having a known simpleton rise to be mayor or psychiatrist makes for better role-playing / stories.
« Last Edit: May 09, 2011, 12:18:42 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

darkflagrance

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Maybe you should give stone dwarves specific stone names. Genesis already has obsidian and jade dwarves. You could use Chalcedon or Flint (other stones that can be used as blades) for Warrior Stone Dwarves and Lead for moron dwarves.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

TomiTapio

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what common stone has thick layers and heals bones faster? And should moss dwarf be what chemical-resistant mineral?

Can't call Domples "lead", they're not slow of movement. Guess I'll give them some fat layer thickness. "Shale" has been used for lies/trickery/precarious...
Do we need a kiss-ass fat lazy type, glib of tongue and poor at work? Nah, warrior and domple in now that ice is out.

What if domples were "sand dwarves"... hmm. Knowledge and learning just falling like grains of sand from their grasp.

Edit: revised Domples to have 40-60% in a few skills:
Code: [Select]
[SKILL_RATES:12:100:6:14] --most awful at learning, 12% xp. Perhaps they migrate with "dabbling" in many skills.
[SKILL_LEARN_RATE:MINING:22]
[SKILL_LEARN_RATE:ANIMALCARE:50] animal affinity
[SKILL_LEARN_RATE:MILK:70] animal affinity
[SKILL_LEARN_RATE:CHEESEMAKING:60]
[SKILL_LEARN_RATE:EXTRACT_STRAND:60] patience-oriented task
[SKILL_LEARN_RATE:LYE_MAKING:40]
[SKILL_LEARN_RATE:POTASH_MAKING:40]
[SKILL_LEARN_RATE:WOOD_BURNING:40]

[SKILL_LEARN_RATE:FLATTERY:65]
[SKILL_LEARN_RATE:PACIFY:75]
[SKILL_LEARN_RATE:CONSOLE:90]

[SKILL_LEARN_RATE:BITE:60]
[SKILL_LEARN_RATE:GRASP_STRIKE:35]
[SKILL_LEARN_RATE:SHIELD:45]
[SKILL_LEARN_RATE:MACE:50] --hit with any surface of round globe, simpler than hammer or dagger.

Also I'll make stone caste dodge a little less -- their tissue layer thickness thus making them clumsier.

revised jade caste to not be super learners of military... reduce str/tuf...
Code: [Select]
[SKILL_RATES:180:60:12:120]
[SKILL_RATE:COOK:70:60:12:120] --dwarves aren't good cooks. They should be exporting metal items, not chef salads.

--jades should not have spent teen years as cheeser/potasher/othercrap, they're smarter than that
[SKILL_LEARN_RATE:ANIMALCARE:90]
[SKILL_LEARN_RATE:MILK:90]
[SKILL_LEARN_RATE:CHEESEMAKING:90]
[SKILL_LEARN_RATE:EXTRACT_STRAND:120] patience-oriented task
[SKILL_LEARN_RATE:LYE_MAKING:80]
[SKILL_LEARN_RATE:POTASH_MAKING:80]
[SKILL_LEARN_RATE:WOOD_BURNING:80]

--todo not gigasuper social talents

--jades should not be kung-fu masters and elite platemail-wearers.
[SKILL_RATE:DODGING:90:60:12:120]
[SKILL_RATE:MELEE_COMBAT:110:60:12:120] --the primary xp points of combat.
[SKILL_RATE:SNEAK:150:60:12:120] --for hunters
[SKILL_RATE:CRUTCH_WALK:220:60:12:120]

[SKILL_RATE:ARMOR:80:60:12:120]
[SKILL_RATE:SHIELD:110:60:12:120]

[SKILL_RATE:DAGGER:145:60:12:120]
[SKILL_RATE:CROSSBOW:125:60:12:120]
[SKILL_RATE:BOW:125:60:12:120]

[SKILL_RATE:AXE:90:60:12:120]
[SKILL_RATE:BITE:90:60:12:120]
[SKILL_RATE:BLOWGUN:90:60:12:120]
[SKILL_RATE:GRASP_STRIKE:80:60:12:120]
[SKILL_RATE:HAMMER:90:60:12:120]
[SKILL_RATE:MACE:90:60:12:120]
[SKILL_RATE:MILITARY_TACTICS:170:60:12:120] plans
[SKILL_RATE:MISC_WEAPON:90:60:12:120]
[SKILL_RATE:PIKE:90:60:12:120]
[SKILL_RATE:RANGED_COMBAT:90:60:12:120]
[SKILL_RATE:SIEGEOPERATE:90:60:12:120]
[SKILL_RATE:SITUATIONAL_AWARENESS:90:60:12:120]
[SKILL_RATE:SPEAR:90:60:12:120]
[SKILL_RATE:STANCE_STRIKE:80:60:12:120]
[SKILL_RATE:SWORD:90:60:12:120]
[SKILL_RATE:THROW:90:60:12:120]
[SKILL_RATE:WHIP:90:60:12:120]
[SKILL_RATE:WRESTLING:90:60:12:120]

Further discussion: pairs are
jade - domple
obsidian(fire) - deleted ice
steel - jade? (flimsy)
warrior - jade? (flimsy)
moss - jade? (flimsy)
shroomer (happy) -- gloomer
aspid - steel?

Aaaaand gave aspids [SKILL_LEARN_RATE:FLATTERY:160] [SKILL_LEARN_RATE:PERSUASION:160].
« Last Edit: May 09, 2011, 04:35:31 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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A test fort's log.
Spoiler (click to show/hide)

Images:
Spoiler (click to show/hide)
« Last Edit: May 09, 2011, 08:41:43 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

Torgan

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Just saw my first scavenger in dwarf mode!  But he was a diplomat that came to speak to my baron, just the usual stuff about what a pleasant place I've carved out, then he left to run into a demon ambush and die.  I haven't really played much since the Scavengers got added but this is the first time I've seen them, has anyone else seen much of them?
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TomiTapio

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Haven't seen much scavengers. Their caves should be interesting in adventurer mode.

Trying to put some rock occurrences into aquifer soils...
Spoiler (click to show/hide)

Thread sure is quiet... saw my first biotite today. It's black.

Is anyone testing my new minerals? The colours need testing, and some of them might appear too often. Is fine if Migmatite appears too often. http://www.graniteland.com/stone/type/migmatite

Updated Tetrahedrite... because it was in PEAT where it isn't supposed to be. No, it wasn't in peat, but on border of mica and peat.
Spoiler (click to show/hide)

Here are my current Ironhand raws, especially for Deon. http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newmineralsmore_May10.zip
« Last Edit: May 10, 2011, 11:41:49 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

Torgan

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I've just been using the standard download from Deon, it's nice to have a bit of time to build a fortress before updating again. :P  Saw more scavengers after they turned up to siege me but they were easy as they were naked apart from a weapon and shield/quiver.  I've never seen any thieves or snatchers from them, I just assumed they were always hostile so couldn't send diplomats.

I've captured a Nith from my cage traps at the cavern entrances, are they just another pet once tamed?  From the description it sounded like they should be intelligent but you're allowed to slaughter them from the animals menu.

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Dachande

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Is there any place where you can get a more in depth description of the races, and what they can do in adventure mode? I realize this is a huge mod, so writing a complete manual would be really annoying, but yeah, I'm really curious as to what the heck I'm doing.

And what injecting "doom" means as an illithid. And, yeah, awesome mode. :D
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TomiTapio

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Thanks for digging Genesis!
Every humanoid can do basically the same things as adventurer, as there is no "use breath attack" command. Most of the combat is "wait until enemy walks to you, hit them, fall back using superior speed".

Aspid dorf and many serpentfolk castes have a poison bite, but an axe is usually more effective than an aimed bite attack. Nagas have four arms so they might use 3 shields at once. Centaurs shouldn't wear pants.

The best place for info is http://df-genesis.wikidot.com/ and the "Genesis Manual.CHM" file that comes with the mod, and for hard to find info there is this superlong thread.
I'm sort of the helpdesk here, as I have more free time than Deon and I can read and tune the raws.

(Flayers' "doom" is [CE_PARALYSIS:SEV:300:PROB:100:START:0:PEAK:10], 300% paralysis at 100% chance, not resistable, not diluted by size, guaranteed death by suffocation.)
« Last Edit: May 10, 2011, 03:50:34 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

Dachande

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Cheers mate! :D
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