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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1244281 times)

TomiTapio

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uploaded a fix/replacement SanDiego tissue rebalance with no errors in errorlog for use with Genesis (was real pain to mod).
Provide a link? I assume you put it to DFFD. Got install instructions, perhaps "overwrite the tissues file with my file"?

On a separate note, I found that I kept wondering which stone or wood was more valuable so I created a quick spreadsheet.  I may add more info if there is interest.  Also, I was not certain about some of the Fuels.  Are black mire and Swamp Peat fuels?  They have ignite values.
https://spreadsheets.google.com/spreadsheet/ccc?key=0Aoo7gDkbr1RQdHRfWHQxWHBDRC10alliaFBqYTRXU2c&hl=en_US
Thanks, I didn't quite finish my list of new trees
Spoiler (click to show/hide)
please put the "ironwood is iron-tough" and "nethercap is magically cold" into your table.
it was a bit of research, finding out what trees are crap and what make fine non-rotting furniture. And their real densities. Heavy wooden bolts to those geese!

Only compact peat, lignite, bituminous can be converted into fuel. I put ignite values in the black mire and swamp peat for added realism. They'll probably withstand magma anyway, being stone-in-the-ground. Don't wear hats made of graphite.
Maybe in a future DF, magma can reshape the landscape (with means other than "become obsidian").

You all agree with me when I put [MATERIAL_VALUE:3] on bituminous coal, so it's more valuable than fir logs and granite boulders?

Anyone fancy creating some new plants for Genesis cooking?
"eat-raw and eat-cookedonly plants of the chinese cuisine" is on my ideas list.
« Last Edit: August 11, 2011, 07:45:23 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

greycat

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Reminder for people new to TomiTapio-enhanced Genesis:
- more tree species and three classes of wood: regular (value 1 birch, fir, cork oak etc.), fairwood (value 2 beech, yellow satinwood), goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc. real-life furniture woods.) So one can manage which logs go to furniture and which to fuel. Tip: designate with mouse which logs to dump away from the fuel-wood stockpile. Good wood is set to dark red.

Or, set up separate wood stockpiles by the carpenter shop (good) and by the furnace (bad).
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Morwaul

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please put the "ironwood is iron-tough" and "nethercap is magically cold" into your table.
it was a bit of research, finding out what trees are crap and what make fine non-rotting furniture. And their real densities. Heavy wooden bolts to those geese!


Done

On metals, what are the important numbers?  I know Max Edge is one but what about the others? 

Also, when doing this list I was surprised by the jump in value of metals.  Moon Silver and Sun Gold 60 then Adamantine and Mithril 300 with nothing in between.  Seems like there should be some metals between there.  You think Deon would mind if we created some in between metals or maybe changed the values of the existing ones?  Maybe something like Moon Silver 60, Sun Gold 100, Mithril 200, Adamantine 300.  Of course this doesn't really matter so it may be better to leave it as is.  Your Call.

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Morwaul

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Heh, I just Embarked on a map that has 2 Adamantine tubes that run from about 5 Z levels above the surface hopefully down to the lava.  I didn't get a scream from below message though so maybe they stop somewhere.

Anyway, I made another spreadsheet if anyone is interested.  This one shows the skill bonuses and penalties for all the castes.  The link is:

https://docs.google.com/spreadsheet/ccc?key=0Aoo7gDkbr1RQdDZCMWpQZzctV3lDT0IzLVhEcW5jUkE&hl=en_US#gid=0

I am a little confused by these numbers.  What is the difference between SKILL_RATE (SR) and SKILL_LEARN_RATE (SLR)?  Would a Jade dwarf that has a 140 SLR in Masonry and a general 180 SR be better at Masonry than a Gloomer that has a 150 SLR in Masonry but a general 100 SR?

Also, I am making several assumptions.  Please correct me if I am wrong.  In short my first assumption is :

(Base Dwarf General SR<Base Dwarf Specific SR<Caste General SR<Caste Specific SR)

In other words the SKILL_RATES tag for the first dwarf in the raw file which is labeled Dwarf applies to all dwarves unless they have a Caste SKILL_RATES tag or a specific SR/SLR tag for a skill.   Does this also apply to SLR?  So for example, a Stone Dwarf has a 115 SLR in Carpentry, Jade Dwarf has a 180 SLR in Leatherworking but a 140 SLR in Carpentry, and a Steel Dwarf would have a Cooking SR of 40.

My second is that if a Skill is not listed it falls under the General SR so the base Mechanic (Machinery?) SR for a Jade would be 180 and 115 for a Moss.

Thanks for any info.

PS Tomi, I PM'd you my email address.  If you send me yours I will add you as an editor to these spreadsheets.  Deon also if he wants it of course.
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TomiTapio

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Also, when doing this list I was surprised by the jump in value of metals.  Moon Silver and Sun Gold 60 then Adamantine and Mithril 300 with nothing in between.  Seems like there should be some metals between there.  You think Deon would mind if we created some in between metals or maybe changed the values of the existing ones?  Maybe something like Moon Silver 60, Sun Gold 100, Mithril 200, Adamantine 300.  Of course this doesn't really matter so it may be better to leave it as is.  Your Call.
Armor numbers, I would say [SHEAR_YIELD:100000] is resist axe and [IMPACT_YIELD:350000] is resist blunt. Probably get torsion and bending when a giant is wrestling your limbs off.

Since Adamantine is pretty much a guaranteed find on a map that has a clown layer, I would drop Adamantine value to 100 and have mithril(enchanted aluminum) at 70. Deon?
And I'd make "silver thread" clothing for armor. Saw silver thread as a textile component on tv one day.
I guess Adamantine tubes can be pretty close to surface if have one or zero cavern layers. (A challenge for bored mayors: world with no caverns no magma sea. No underground plants.)


[SKILL_LEARN_RATE:CHEESEMAKING:60] sets learning rate.
[SKILL_RATE:CHEESEMAKING:x:x:x:x] sets four values "% of improvement points you get[the learning rate], unused counter rate, rust counter rate, demotion counter rate"
The SKILL_LEARN_RATE is easier to read and understand.
See http://df.magmawiki.com/index.php/DF2010:Creature_token#S

Quote
In short my first assumption is: (Base Dwarf General SR<Base Dwarf Specific SR<Caste General SR<Caste Specific SR)
Declarations just get overwritten by later lines, is what I say. Dwarf: set all=120. Dwarf: set B=110. Gets a different result than first setting specific B and then overwriting that declaration with "set all of those skills"
There's no priority between general and specific AFAIK. You just declare a different number inside a caste; if not, it inherits the numbers from creature level.
« Last Edit: August 12, 2011, 04:00:56 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

Tiruin

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Small question, how do you mod the Sylvans so they will carry Longbows instead of bows? They are the basic elf race (who, I can see get replaced/killed off by werewolves most of the time) and they have good bows to prove it.
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Hellcommander

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Link to patch is for tissue rebalance is http://dffd.wimbli.com/file.php?id=4815
override the files in object folder with these
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FluidDynamite

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I've recently thought of an idea about tweaking the Altar of War: Instead of sacrificing weapons, why not sacrifice skulls? This both prevents dwarves from wasting the weapons you get out of the altar by sacrificing them right back into it, and prevents bone crossbow spamming the altar for the better weapons. The amount of reactions you'd be able to perform will be closely tied to how much death occurs in your fort, which I personally think fits pretty thematically as well. If I were a god a war I'd probably be more pleased with 50 kitten skulls than 50 kitten bone crossbows anyway. :p The yields chances of the reaction would probably need to be tweaked a bit though. What do you think?
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TomiTapio

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Small question, how do you mod the Sylvans so they will carry Longbows instead of bows? They are the basic elf race (who, I can see get replaced/killed off by werewolves most of the time) and they have good bows to prove it.
in entity_sylvan.txt replace [WEAPON:ITEM_WEAPON_BOW] with [WEAPON:ITEM_WEAPON_LONGBOW].

I've recently thought of an idea about tweaking the Altar of War: Instead of sacrificing weapons, why not sacrifice skulls? This both prevents dwarves from wasting the weapons you get out of the altar
I was thinking "sacrifice iron weapon, 7% chance of elite bronze weapon" and "sacrifice steel weapon, 5% chance of elite red steel weapon" . Skulls are sort of easy from cavern monsters and wildlife and puppy farms, but not as easy as "sacrifice wooden crossbows". I tend to leave the reactions to Deon.
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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

Jackledead

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Toady needs to hurry up on the new release, all the mod threads are dying...
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Battle Axes.
Make you feel like a Lumberjack!

More like a Limberjack
-bitesh

Saeldanya

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Nevermind... there IS a wiki! Should read the first post more carefully, duh.  :-[
« Last Edit: August 15, 2011, 05:32:58 pm by Saeldanya »
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Sirdrake

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Toady needs to hurry up on the new release, all the mod threads are dying...

Why should he,so what if mod threads are dying it means they have reached their potential for the current version

And Good work cant be rushed ;)
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Tiruin

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^ There's always room for more  :)

~~~
Thanks for answering my question so fast, now here come real archers!

To the developers of the mod, could I use references and names/descriptions of your added stuff (civilizations, creatures) in a story I'm making?
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Saeldanya

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Alright, I realized the wiki doesn't contain all the information... so, how do I access the manual? I keep getting a message about website navigation being interrupted when I try to open it.
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TomiTapio

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I have many creatures and animals on my to-do list, but it is logical to first see what 50 new animals Toady has added in the past months.

To the developers of the mod, could I use references and names/descriptions of your added stuff (civilizations, creatures) in a story I'm making?
Of course. Call it "fan fiction" :´)
"This is made from Pekyt leather. Better armor than your cowhide. Too bad the Pekyt droppings attract all the insects in the caverns."

Alright, I realized the wiki doesn't contain all the information... so, how do I access the manual? I keep getting a message about website navigation being interrupted when I try to open it.
I told Deon that .CHM compiled hypertext help file was a poor format. The wiki should have all you need, and if you really need to know the plant biomes, creature speeds, attacks, poisons and lifespans, read their raws.
What do you need that isn't in the wiki? Strengths of metals?
Anything I should add to my http://df-genesis.wikidot.com/tips-and-advice page?
« Last Edit: August 16, 2011, 01:40:30 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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