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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241702 times)

Medicine Man

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*nevermind*
« Last Edit: October 16, 2010, 07:39:07 am by Medicine Man »
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negorath

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What is the best settings for a map gen that has most/all of the civs at embark?

I would hardly consider it the best, but it consistently generate worlds I'm rather happy with:
Code: [Select]
[WORLD_GEN]
[TITLE:Nego Region]
[DIM:257:257]
[EMBARK_POINTS:2000]
[END_YEAR:299]
[BEAST_END_YEAR:150:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:400:400]
[TEMPERATURE:30:70:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:0:100:400:400]
[SAVAGERY:0:100:400:400]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MEGABEAST_CAP:75]
[SEMIMEGABEAST_CAP:150]
[TITAN_NUMBER:33]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:52]
[GOOD_SQ_COUNTS:100:1000:2000]
[EVIL_SQ_COUNTS:200:2000:4000]
[PEAK_NUMBER_MIN:50]
[PARTIAL_OCEAN_EDGE_MIN:2]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:70]
[CAVERN_LAYER_OPENNESS_MAX:90]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:30]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:70]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:50]
[NON_MOUNTAIN_CAVE_MIN:100]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1500]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

It generates caverns that are big and spacious, rarely have entire layers of water in caverns, lots of volcanoes (although they tend to cluster up), not many aquifers, and most/all civs alive.

Feel free to reduce volcanoes and embark points if you find my values to be "cheating" :p

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Mechanist

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im starting to mod myself, but just starting xD
probably this has been tested before, but you can make an "small armor" reaction to see if it fits?

i found some hair in genesis, but seems that the only thread is maded from plants, so im removing the comb making options

EDIT: this is looking really good, i have changed the "make 2h sword" for an scourge:

[REACTION:MAKE_SWORD_2H_BONE_ADV]   <---- (i dont know what it happens if i change this, but seems to not get shown or anything so i let it be)
   [NAME:craft bone scourge]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:WEAPON:ITEM_WEAPON_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
   [REAGENT:HEADS:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [REAGENT:HANDLE:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [REAGENT:THONGS:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SCOURGE:GET_MATERIAL_FROM_REAGENT:HEADS:NONE]
   [SKILL:BONECARVE]

and i have added hone longsword and scourge
« Last Edit: October 16, 2010, 02:39:52 pm by Mechanist »
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Ladde

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I've just come back from .12
Anything new I should know?

Every world I generate is filled with aquafiers, can hardly find a spot anywhere. Anything I should know?

I've changed "Show_Flow_Amounts" to Yes, but I still don't see numbers.
« Last Edit: October 16, 2010, 05:35:58 pm by Ladde »
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Medicine Man

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Are genetals protected by armour in 3.12b?
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isabuea

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is there any major health issues related to the genitals in genesis these days?
i ask because before i died i lopped off a minotaurs "phallus" with a halbard and have not been able to relocate him, chances it killed him are?
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dragonshardz

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Depends on how accurately the genitals are modeled. In real life, removal of the penis will likely result in death due to exsanguination (bleeding out). A major blood vessel runs to the penis and is responsible for causing tumescence (erection) of the member. If this is modeled ingame, then yes, the minotaur is likely dead.

If it isn't, it may be dead or it may be simply maimed.

Deon

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In real life removal of an arm usually kills a person too :). DF has some weird issues with high toughness. I've made creatures' organs to bleed about 100 times more, but still sometimes they heal before they bleed to death.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Pan

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In real life removal of an arm usually kills a person too :).

 Heh. Like I read in tvtropes, there is nowhere in the body that can be 'safely' shot, unlike in movies, where the hero gets shot in the arm or shoulder (or any other 'non lethal' area), be bothered by it for three seconds, wrap it up in cloth, and continue like nothing happened.
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Victuz

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In real life removal of an arm usually kills a person too :).

 Heh. Like I read in tvtropes, there is nowhere in the body that can be 'safely' shot, unlike in movies, where the hero gets shot in the arm or shoulder (or any other 'non lethal' area), be bothered by it for three seconds, wrap it up in cloth, and continue like nothing happened.

Well there is ONE area that is not very "life threatening" if it gets shot. That is your butt, In a situation where the bullet ricochets and gets only into the skin and fat it's not life threatening just very uncomfortable. But on the other side bullet can shatter your hip and that without proper medical help is a death sentence.

But yeah if you are shot with a small enough caliber that is the only place which won't kill you in 5 minutes.
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I once flung a migrant off a bridge. He collided with the brook cliff and died.
A year later, my legendary engraver engraved him colliding with an obstacle and dying.

TomiTapio

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Well there is ONE area that is not very "life threatening" if it gets shot. That is your butt, In a situation where the bullet ricochets and gets only into the skin and fat it's not life threatening just very uncomfortable. But on the other side bullet can shatter your hip and that without proper medical help is a death sentence.

But yeah if you are shot with a small enough caliber that is the only place which won't kill you in 5 minutes.
For arm and leg gunshot bleeding... a http://en.wikipedia.org/wiki/Tourniquet.
A bullet through the jaw or breast might also be non-fatal. I think the main issue is "did it break an organ or a major blood vessel?"
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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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You can always try it to make sure :P.

Sorry for the lack of updates, I was busy with my diploma and some games recently. Sometimes one needs to make a break from modding and play some games for himself :P. I hope the new version comes within a month or two and we get a new awesome update including new night creature mechanics.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Kiktamo

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From the sound of things the night creature mechanics don't seem that far from being done so hopefully the wait won't be too long.
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Deon

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But the next release also incorporates markets, questing (which is already done according to devlog) and a lot of cool features for adv. mode. I can't wait for this and will update ASAP :P.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Alarion

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OMG! Just noticed on the embark screen, upon equipping my dwarves with drinks, that it actually gives me the option to feed them julmust. You sir, are awesome.

For those who don't know, julmust is a traditional Swedish drink had around Christmas, hence its name (jul=christmas) and I've drunk it every year since I was a kid. And now my dwarves can too! Assuming I can figure out how to produce it in-game, that is. Or I guess I could just buy it off the traders once they arrive... but still. Julmust. Wow.

//A
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Death shall sow, and summer burn, before the Great Lord comes.
Death shall reap, and bodies fail, before the Great Lord comes.
Now the Great Lord comes. Now the Great Lord comes.
Blood feeds blood. Blood calls blood. Blood is, and blood was, and blood shall ever be.
Now the Great Lord comes.
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