Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 379 380 [381] 382 383 ... 642

Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1243095 times)

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5700 on: March 21, 2011, 12:59:29 pm »

That's because most videos are made for 40d or .18, and .19 introduced a change.  Instead of seeing layers, who just see types.  This is a change to DF made, what, about a month ago-ish, and there aren't any real videos showing this change.

Coco146

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5701 on: March 21, 2011, 01:07:50 pm »

So Is there no reason for the execive levels of andecite and cobalite then?
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5702 on: March 21, 2011, 02:04:07 pm »

I just got DF a few weeks ago and I got genesis mod on Saturday now I may have done some thing wrong as the way it told me What resources there are has changed as now it says for example flux stone instead of what kind ie limestone and it says shallow or deep metals but when I start digging all I find is cobalite and no flux
This is the new system as set up by Toady. You can't know what metals you'll find. Seems to be 1-2 metals per different biome, so try to have 2-3 biomes in your embark.

Try to roll different worlds, and do "test embarks" where you dig down 20 levels (perhaps three stairwells, total 60 squares of exploratory digging) and see if you find things you like, and then choose to "accept" the location. If the site is unacceptable, your Initial Seven could abandon and embark elsewhere.

So Is there no reason for the execive levels of andecite and cobalite then?
No. The places I've embarked in have been low on those two. One fort had only tin and zinc, was a two-biome 2x2-size embark.

Vorthon, I'll try to include your new creature (if I'm in charge of the mod for a few months), gotta test it somehow first... renamed it to "Floater" because long names like giiiant caaave swaaaalloow don't fit the user interface. There's already a small "cave floater" creature.

Added a Dodo bird! (it was on telly, QI quiz) Needs testing. Anyone want my current maybe-more-crashes raws?
I'm open to fine-tuning suggestions, perhaps your favorite biome has too many of animal X? Some beast seems too fast or slow? Should cows be able to outrun 95% of your dwarves?
« Last Edit: March 21, 2011, 02:27:48 pm by TomiTapio »
Logged
==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

D_E

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5703 on: March 21, 2011, 10:09:01 pm »

Tomi, I haven't looked into this in too much detail, but unfortunately I'm pretty sure that NATURAL_SKILL requires CAN_LEARN to work.  If you take control of an animal with natural skills in the arena, those skills aren't listed on your details screen where skills are normally listed.

Natural skills seem to be modified by the creatures skill learn rates, a creature with skill rates set to 500 (5x normal) and given a natural_skill at 4 (should be "skilled" in the skill) instead becomes a "master" of the skill.
Hmm interesting. Please add your findings to the wiki.

I've finally done the experiment to back this observation up.  I modded genesis dogs as follows:
Code: [Select]
[PREFSTRING:combat application]
[PREFSTRING:funny tails]
NATURAL_SKILL:BITE:5]
NATURAL_SKILL:DODGING:5]
NATURAL_SKILL:STANCE_STRIKE:5]

[CASTE:FEMALE]
[FEMALE]
[CAN_LEARN]
[SKILL_RATES:0:1:1:1]
[SKILL_RATE:BITE:100:1:1:1]
[SKILL_RATE:DODGING:100:1:1:1]
[SKILL_RATE:STANCE_STRIKE:100:1:1:1]
[NATURAL_SKILL:BITE:5]
[NATURAL_SKILL:DODGING:5]
[NATURAL_SKILL:STANCE_STRIKE:5]

[CASTE:MALE]
[MALE]

[NATURAL_SKILL:BITE:5]
[NATURAL_SKILL:DODGING:5]
[NATURAL_SKILL:STANCE_STRIKE:5]

Only the female dogs were listed as having the skills in the (v)iew window, and made puppy chow out of their male opponents in 9 out of 9 combat trials.  Furthermore, the skilled female combatants took minimal damage in the clash.

I have now updated the wiki to reflect this.
Logged
Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5704 on: March 21, 2011, 10:42:01 pm »

Only the female dogs were listed as having the skills in the (v)iew window, and made puppy chow out of their male opponents in 9 out of 9 combat trials.  Furthermore, the skilled female combatants took minimal damage in the clash.
I have now updated the wiki to reflect this.

Thanks! I guess tomorrow I'll add CAN_LEARN to all the creatures I've given skills to. Just "find in files" "natural_skill" and paste the line to about 50 creatures. And check if the creature had learning in intelligent tag already. I believe the fighting skill gives you counterattacks.

One arena test I did months ago was female stone dwarves vs. male, and females always won thanks to a tiny speed advantage. "First strike".
Logged
==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

D_E

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5705 on: March 21, 2011, 10:47:05 pm »

I suggest
Code: [Select]
      [CAN_LEARN]
      [SKILL_RATES:0:1:1:1]
      [SKILL_RATE:BITE:100:1:1:1]
      [SKILL_RATE:DODGING:100:1:1:1]
      [SKILL_RATE:STANCE_STRIKE:100:1:1:1]

      [NATURAL_SKILL:BITE:5]
      [NATURAL_SKILL:DODGING:5]
      [NATURAL_SKILL:STANCE_STRIKE:5]
for example, should make it so that the creatures can only learn the skills you want them to.  That way they won't, for example, become master wrestlers and start locking limbs with their legs and throttling people with their paws!

EDIT:  After reading the most recent thread about tiles-by-caste, I'm now pretty sure we can do caste specific graphics for the invaders from the demonic union/serpent folk etc.

The idea is that you assign each caste one or more weapon skills, and assign that weapon profession graphics that reflect the assigned caste.  Just like for the Illithids.  Unlike for the Illithids, you only give each caste one or two points in their assigned weapon skill; but, you use SKILL_RATE to prevent the other castes from gaining ranks in the wrong skills.  From what I've seen in the Zelda mod, this will result in everybody becoming the proper soldier type and being equipped to match.

I was thinking:
Code: [Select]
goblin (male and female) Axes
Dark Elf (female) Bows
Barghest (m and f) Hammers
Bile Demon (male) Pikes (tridents/glaives/pikes)
Vampiress (female) Swords (rapiers/longswords)
Mistress (female) Whips
Trolkin (male) Crossbows (siege crossbows)
Warlock (male) Maces (rods)
Imp (male) Spears

Yet to be assigned:  Wrestling/natural attacks (one category) and Blowguns
« Last Edit: March 22, 2011, 12:50:15 am by D_E »
Logged
Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5706 on: March 22, 2011, 12:59:19 am »

I suggest
Code: [Select]
      [CAN_LEARN]
      [SKILL_RATES:0:1:1:1]
      [SKILL_RATE:BITE:100:1:1:1]
      [SKILL_RATE:DODGING:100:1:1:1]
      [SKILL_RATE:STANCE_STRIKE:100:1:1:1]

      [NATURAL_SKILL:BITE:5]
      [NATURAL_SKILL:DODGING:5]
      [NATURAL_SKILL:STANCE_STRIKE:5]
for example, should make it so that the creatures can only learn the skills you want them to.  That way they won't, for example, become master wrestlers and start locking limbs with their legs and throttling people with their paws!

EDIT:  After reading the most recent thread about tiles-by-caste, I'm now pretty sure we can do caste specific graphics for the invaders from the demonic union/serpent folk etc.

The idea is that you assign each caste one or more weapon skills, and assign that weapon profession graphics that reflect the assigned caste.  Just like for the Illithids.  Unlike for the Illithids, you only give each caste one or two points in their assigned weapon skill; but, you use SKILL_RATE to prevent the other castes from gaining ranks in the wrong skills.  From what I've seen in the Zelda mod, this will result in everybody becoming the proper soldier type and being equipped to match.

I was thinking:
Code: [Select]
goblin (male and female) Axes
Dark Elf (female) Bows
Barghest (m and f) Hammers
Bile Demon (male) Pikes (tridents/glaives/pikes)
Vampiress (female) Swords (rapiers/longswords)
Mistress (female) Whips
Trolkin (male) Crossbows (siege crossbows)
Warlock (male) Maces (rods)
Imp (male) Spears

Yet to be assigned:  Wrestling/natural attacks (one category) and Blowguns
Those are all great ideas, I will gladly use them :). Thank you very much.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5707 on: March 22, 2011, 02:01:13 am »

I don't know how are you attached to the races of genesis... I've just played a bit of .21 and I totally love pandamen :). Which makes me to consider some global changes to races.

- Panda people replace orcs (theme with asian swords, language file).

- Goblinoids and barghests split from demonic race; two greenskin races: goblinoids vs orcs (goblinoids are mischievous and evil; orcs are proud and aggressive yet possible to lead a diplomacy with).
- Demonic union is a pure demon race; I want them to look like "inferno" from HOMM. They will have various castes, mostly "demons of *", with a rare "demons of fire" caste.

What do you think? I personally feel a need to move on and play with races more :).
« Last Edit: March 22, 2011, 02:10:31 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

D_E

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5708 on: March 22, 2011, 02:08:27 am »

suff
Those are all great ideas, I will gladly use them :). Thank you very much.
No prob'  :)

Also, lest I forget, Girlinhat posted in that same thread about how to do sexually dimorphic animals
You can't define a custom job, so you can't make a "male" job.

If you want wild animals to show gender, like poodles and pitbulls to represent boys and girls (I know what I said!) then you can give the female caste a natural carpenter skill, and the male caste a natural masonry skill, then assign specific images to the carpenter and mason jobs for dogs.  Or whatever skills you want to use.  This doesn't work as well for civilizations, because you'll see people suddenly swap gender when they skill up.  But for something like antmen, who have like 4 different castes, you could probably do this easily enough.

(note that you can use tags to rename the carpenter or mason jobs to "male" or "female"!)

I tested this by giving female dogs points in the Miner skill, and embarking with them.  Sure enough, they were listed as "stray dog miner"s, so it works for domestic animals at least, and hopefully for wild animals too!

These stray miners did not attempt to pick up picks and dig when I designated a section of earth, even when I switched their body types to HUMANOID!
Logged
Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5709 on: March 22, 2011, 02:11:37 am »

Yeah, I saw it, nice idea :). I will have to make sprites for them first though.

Here's an attempt to make a pandaman swordsman:
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

D_E

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5710 on: March 22, 2011, 02:22:42 am »

That...is actually adorable.  The big straw hat kinda draws the eye, and the black ears against the yellow background look like big black eyes to me, giving it an insectoid/robotic feel at first glance.  Overall it's a nice sprite, though. 

Off to bed with me, though!
Logged
Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5711 on: March 22, 2011, 10:33:44 am »

- Panda people replace orcs (theme with asian swords, language file).

- Goblinoids and barghests split from demonic race; two greenskin races: goblinoids vs orcs (goblinoids are mischievous and evil; orcs are proud and aggressive yet possible to lead a diplomacy with).
- Demonic union is a pure demon race; I want them to look like "inferno" from HOMM. They will have various castes, mostly "demons of *", with a rare "demons of fire" caste.

Sounds good, except I'd leave the pandamen out and have the Quickling race (four times human speed halflings/brownies.) http://dungeons.wikia.com/wiki/Quickling_%283.5e_Race%29

The relentless ANTMAN civilization, they might be a threat. They care not if a few sieges they sent got wiped out.

I'll copy-paste from this selection into felines and canines, and probably will give snakes some sneaking skill. And horse & camel kicks should be deadlier after natural skills actually work.
Spoiler (click to show/hide)
zombies, jellies, worms: low awareness (the default, zero). Big-eared fleeing-type prey animals and predators: high awareness (4-9).
« Last Edit: March 22, 2011, 10:40:08 am by TomiTapio »
Logged
==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

Vorthon

  • Bay Watcher
  • Now with 50% more pointless rambling!
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5712 on: March 22, 2011, 10:34:55 am »

What'd you guys think of the cavejellies?
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5713 on: March 22, 2011, 11:03:25 am »

Ever played Vindictus?  If so, or if not, they have Blood Jellies and Ice Jellies.  I've always loved those little guys!  They're just blobs of liquid flesh with annoying but weak attacks.  I always wanted to capture one as a pet.  I'd love to see something similar.

Vorthon

  • Bay Watcher
  • Now with 50% more pointless rambling!
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5714 on: March 22, 2011, 11:09:12 am »

If your definition of 'similar' includes something bigger than a human and basically amounting to flying pnuematic jellyfish with horrific poisions, then you'd see something 'similar'...

And, nope, can't say that I have played Vindictus.
Logged
Pages: 1 ... 379 380 [381] 382 383 ... 642