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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1247025 times)

Z1000000m

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2895 on: September 02, 2010, 08:11:37 pm »

I was thinking, is it possible to mod diffrent blood for diffrent dwarf classes?
If so, would it be possible to make ,say, aspid blood act like gnomeblight against goblins? It's has no real use ,but would be hilarious, dwarven bio bombs.
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McBeer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2896 on: September 02, 2010, 08:39:13 pm »

Quote
I abbandon when my fps with things turned off drops below 90 or so
holy damn, wow.

Quote
I was thinking, is it possible to mod diffrent blood for diffrent dwarf classes?
race related poisons?
WHAT AN awesome IDEA! Can it can it be done?
« Last Edit: September 02, 2010, 08:41:36 pm by McBeer »
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fun is for rich men, i assume.
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My axe is sharp and my beard is strong.

Z1000000m

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2897 on: September 02, 2010, 08:45:02 pm »

Quote
I abbandon when my fps with things turned off drops below 90 or so
holy damn, wow.

Quote
I was thinking, is it possible to mod diffrent blood for diffrent dwarf classes?
race related poisons?
WHAT AN awesome IDEA! Can it can it be done?

Well, thats how gnomeblight works afaik, so it should be possible be possible to make a goblin version

;)
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Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2898 on: September 03, 2010, 03:18:56 am »

Hey Deon is it possible to make it so that some races use a metal for weapons or armour rarely? because it would be great to make the nords occasionly make steel weapons.
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Tormy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2899 on: September 03, 2010, 07:05:43 am »

I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff

That is mainly because the number of items on the map is growing. You should try to dump all kind of sh*t on the map.

Funny thing is that I noticed this when running a test fort for new df (back then, i think 06 or so). Inv off, low pop cap, pregnancies off etc. I was dumping every single useless stone, not making many crafts and not mining at all.

Weird stuff....if you dump everything, the mem should be cleared, if there are no memory leaks......what happens if you reload your game after you dumped everything? The memory should be "cleared" for sure in that case. Am I wrong?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2900 on: September 03, 2010, 08:56:31 am »

Months pass in Handledyes...
Spoiler (click to show/hide)


Start a new 2x2 fort, this time next to a volcano.
Spoiler (click to show/hide)

ps. if arrows and bolts are sizes 150,200,300, and bows are 300-500, a dagger can not be size 50.

also noticed:
[ITEM_WEAPON:ITEM_WEAPON_CLUB]
[NAME:club:clubs]

[ITEM_WEAPON:ITEM_WEAPON_STAFF]
[NAME:club:clubs]

Hey Deon is it possible to make it so that some races use a metal for weapons or armour rarely? because it would be great to make the nords occasionally make steel weapons.
I don't think it's possible. There's no such settings in the raws AFAIK.
« Last Edit: September 03, 2010, 09:07:05 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

Z1000000m

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2901 on: September 03, 2010, 09:28:31 am »

I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff

That is mainly because the number of items on the map is growing. You should try to dump all kind of sh*t on the map.

Funny thing is that I noticed this when running a test fort for new df (back then, i think 06 or so). Inv off, low pop cap, pregnancies off etc. I was dumping every single useless stone, not making many crafts and not mining at all.

Weird stuff....if you dump everything, the mem should be cleared, if there are no memory leaks......what happens if you reload your game after you dumped everything? The memory should be "cleared" for sure in that case. Am I wrong?

What i noticed during my play at a glacier area is that when you channel a mountain and clear every stone (not hard with ice if you make it boil), it will still cripple your fps badly. And the only change is changing ground tiles into empty tiles.
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LordShotGun

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2902 on: September 03, 2010, 11:07:27 am »

How will your custom metals fit into this line up of power?

Also, any chance we could get the change logs on the front page? Its kinda hard to dig through weeks of comments to see what gets changed/removed/added.

Clownium is OBVIOUSLY the best still, but I really wanted the bolded question answered, and just a yes or no for the second question.
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Must... eat... demon raaaaaaat! ARGLEBARGLEBARGLEBARGLE *CRASH* OMNOMNOMNOMNOM.

Tastes like... SAAAATAAAAAAAN!

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2903 on: September 03, 2010, 12:53:21 pm »

Clownium is OBVIOUSLY the best still, but I really wanted the bolded question answered, and just a yes or no for the second question.
The order is: mintyfresh, red steel, black steel, steel, (the three bronzes), wrought iron, (copper and silver and miscellaneous in no particular order).
Yes there is a chance, Deon will probably do it.
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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

Z1000000m

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2904 on: September 03, 2010, 01:52:23 pm »

Clownium is OBVIOUSLY the best still, but I really wanted the bolded question answered, and just a yes or no for the second question.
The order is: mintyfresh, red steel, black steel, steel, (the three bronzes), wrought iron, (copper and silver and miscellaneous in no particular order).
Yes there is a chance, Deon will probably do it.
Whaaaa?

Also, I noticed that not only serpents and such use "raw" precious metals, so do kobolts and dwarfs. Dwarf should imo have some alloyed gear, not silver and gold pimpy stuff.
Seriously, the amount of precious metals lying on corpses around my fort makes me think that im playing West Coast Fortress.
« Last Edit: September 03, 2010, 01:56:22 pm by Z1000000m »
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Pan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2905 on: September 03, 2010, 01:53:56 pm »

Where does sun gold rank?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2906 on: September 03, 2010, 02:01:02 pm »

Mintyfresh, another euphemism for magical adamantine. It's a spoiler if you have never encountered it.

red steel is [MAX_EDGE:50000]
black steel [MAX_EDGE:30000]
normal steel [MAX_EDGE:27500]
sun gold is [MAX_EDGE:27500]
wrought iron [MAX_EDGE:12500]
spellwood is [MAX_EDGE:10000] as are brass and bronze and copper.

Damn, bronze should have better edge than copper!!
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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

Pan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2907 on: September 03, 2010, 02:10:46 pm »

Huh.
Reading the raws, it said that sun gold is good for armor and hammers but not for sharp edges. So, the edge is good as steel. What about for armor? How's armor strength calculated? Is sun gold denser than silver (for the hammers)?

 I take one look at the raws and all I understand are basic things like [CHILD:1] and [NOFEAR]. The others...
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2908 on: September 03, 2010, 04:44:13 pm »

What about for armor? How's armor strength calculated? Is sun gold denser than silver (for the hammers)?
http://df.magmawiki.com/index.php/DF2010:Metal
http://df.magmawiki.com/index.php/DF2010_Talk:Metal
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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

omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.11 ϟ] - a GrandFix
« Reply #2909 on: September 03, 2010, 11:06:42 pm »

I just noticed that bogs, peats, etc are smoothable. This is likely because they are now and 'ore' versus 'dirt'

I don't know how modding works, but if possible, can I suggest removing the tag that makes them smooth-able?

.. Makes no sense to have a 'smooth peat wall' you can engrave on!
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