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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1250172 times)

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5925 on: April 01, 2011, 03:18:00 pm »

Suggestions, suggestions...
Heh, you've guessed parts of stuff which comes with the "invention" update. Basically you won't have those workshops but you will have to "invent" them. You will use tons of vellum and get a low chance to get a specific "technology plan" which you use to build a special workshop.

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An idea, probably not original.  Since we are having so much trouble finding decent resources why not add some more types of metals / alloys / crystals, erc. that are not based off of iron or bronze.  As I see it the problem right now is that all the good weapons are Steel of one flavor or another.   Why not make some materials that are just as good or even better than steel and have nothing to do with Iron?   Here are some ideas.
I will include more fictional metals for sure.

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1.  Probably easy but lame - Make more minerals that can be used to make iron.
This won't actually solve the problem because one or two more minerals won't matter in a huge amount of ores we have.

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2.  Cooler but probably more difficult - Reproduce the Iron to Steel process but use another fairly common base material instead of Iron.  Use increasingly rare other resources to combine it until it is somewhere close to Red Steel.  It could have different properties, however, so it isn't totally redundant.
I can't just make something like "steel" from other metals because I don't know how would it work at all :P.

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3.  Really Cool but probably really hard - Create some Magic / Fantasy / Steampunk based materials that use a combination of minerals, gems, woods, animal products, etc. along with alchemy and different forging techniques to make some really unique and different materials.  For instance:
Okay...

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   * Mithril, Dureum, Dwarfeum, Unobtanium, Flubber, whatever.
Sorry, no unobtanium, hardtofindium and wheredidiputitium for you. I just can't stand such silly names, I wonder how did movie producers fall so low by allowing "inobtanium" in Avatar ;D. However Mithril will be added as a transformation for the aluminum, and it will appear along with moon silver and sun gold in a "celestial forge", a building you have to invent.

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   * Gem items such as a Crystal axe or Diamond Helm.  Use a gem base material such as actual gems, glass, quartzite and obsidian and change it with Alchemy or add materials to it combined with magma or something until it is a material suitable for high end weapons and armor.
Geomancer's workshop will allow some silly stuff, along with crystal daggers and glass armor. I know it's silly but I am a fun of TES (mostly Daggerfall and Morrowind) so I will just look another way and tell them that it includes some magic, so it's no longer a "glass" per se :P.

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   * Blood / Chaos Items - Create a spiffy item using one of the above methods then take it to the War Altar with a unit of something’s blood and it gives you that Item highly enhanced as a Blood or Chaos Item.  The amount of the enhancement could be based on the type / rarity of the blood.  Cat blood vs Giant or Dragon blood for instance.
I don't plan to check the value of blood, any blood is good for the blood god! However I've already made "blood steel" which will be used by orcs, and you will be able to make it too. I will probably replace Red Steel with it, because really, so many steel alloys is too crazy even for me. And yes, you will require bodyparts and Shrine of War to make them.

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   * Gadget based items - Once again make a spiffy item then take it to the Mechanic who turns your Ruby Sword into a Ruby Chain sword of doom.
Too steampunk-ish for my DF theme I think, but maybe as a very late invention... Yeah, maybe.

Thanks for suggestions, you power up my creative little machines (undoubtfully operated by small hamsters in wheels in my head) so it inspires me to make it faster :P.

I've got an idea for dogs: I could make their castes with specific skills (swordsman for bulldog, bowman for spaniel etc.) and make profession graphics for them (and change skill names according to castes, so "swordsman dog" would be "bulldog dog").

Bulldog dog... Heh...
Nah, I won't do it for a while, just thinking out loud here :).

@Deon,
Can't you just replace the name 'dog' with a breed that is like the default dog (whatever that is).
Other thing: All stone items are called rock items at the manager screen and the workshops, but your beds are called stone beds. Could you change them to rock? Would feel a bit more (DF) natural.
(same for dismantling stone items)
Yeah, I will do it, thanks for telling me, I actually didn't notice this difference which is quite big for the "manager" menu.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5926 on: April 01, 2011, 03:21:18 pm »

Wow, while I've typed that post, more replies :P.

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I'd like a bone-reinforced leather armor set, require lots of bones and an existing leather item. For the hardcore dorf -- rock/goodclay plates on top of leather like we have ceramic anti-ballistic plates in http://en.wikipedia.org/wiki/Jagged_Alliance_2
Or even metal-reinforced leather, requiring much less metal than regular chainmail. Would that be a new composite metal, iron-mounted-on-leather?
Okay guys, seriously stop reading my ideas :/. The "Hunter's lodge" will allow you to make special crossbows, as well as make "studded leather" by adding metal bars to leather. It will be close to copper, so not too strong but still much better than common leather items. I didn't think about using bone, I don't think it would make a lot of difference with Genesis hardcore metal weapons.

Aw, no ASCII.

I guess I'll wait. Good thing I've kinda played DF so much that I don't want to play it a whole lot anymore.
Sorry man, there's a lot of stuff I will have to remap and redo for ASCII... And with the upcoming things a lot of stuff will change again and I will have to redo it again :P. So no ASCII yet, mostly because my "development" version is based on Ironhand graphics and that's what I uploaded for you all.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5927 on: April 01, 2011, 03:27:09 pm »

Embarking... what's this "shallow metal:multiple" option in the site finder?? Didn't read about that anywhere!
Rolls another world: "The Realm of Dragons". Start embark choosing... CRASH! Whoa.
Rolls region3: crash in worldgen. Huh. (low sites high civs in quick-worldgenning)

as well as make "studded leather" by adding metal bars to leather. It will be close to copper, so not too strong but still much better than common leather items. I didn't think about using bone, I don't
Will it require warfare metals, or can we use junk silver and billon for studded leather?

EditN: Deon, what if some of the civs had a much longer childhood than 13 years? That civ would spread out slower.
EditN+1: Damn the quick-worldgen caverns, cave1 spanning levels -13 to -50.
« Last Edit: April 01, 2011, 04:00:40 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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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5928 on: April 01, 2011, 03:36:04 pm »

Multiple means that there is more than one metal in that biome for the shallow layers. I always use it because it means more metal types.

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Will it require warfare metals, or can we use junk silver and billon for studded leather?
Any, because the value of metal will not matter that much because of the structure of the armor (ringmail parts and plates in the leather). Otherwise it wouldn't be actually useful since you could use those bars to make an actual armor.
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5929 on: April 01, 2011, 04:06:09 pm »

Jesus i turn away for a few days and the mods changed so much.

You could use 'enchanted' gem dust to explain the glass armor and ensure the armor isent super easy to mass produce. You convert a gem into some form of dust or just have it consumed at the workshop and not only do you have a semi plausible armor but you can also have it sparkle with rubies!

Any chance to have a crossbow axe? basically a crossbow with blades on the end so instead of a whimpy hammer you now have an axe.
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Thrin

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5930 on: April 01, 2011, 04:12:26 pm »

Since you seem not to be looking at the original thread, I'd thought I'd re-post this here:

Since it looks like all naga-lovers hang out here, I would like to ask what do you think about these sprites:


I was tired of a "generic snakeman" tile for all jobs for my naga in Genesis, so I've decided to work on soldier sprites for them. I was aiming for a more "monster-like" and less "human-like" look. How did they turn out to be?
Hey deon, if you're still looking at this thread, I tried to touch up your design:




The original is for comparison.

Most of the touch up was done to the generic sprite, by extending the tail so it would be less confused with a fish's, defining the head better and smoothing the flesh shading. I also outlined the weapons and smoothed their colors, but it would probably be best to go with Kohaku's suggestion and keep them separated from the main sprite.

The dull red eyes and gray teeth just blended in, and I couldn't get any other 'monstrous' eye color to stand out enough, so I just made them black and the teeth off white. The more complicated shading was just distracting the eye, so I simplified it.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5931 on: April 01, 2011, 04:13:52 pm »

Quote from: arghy
Any chance to have a crossbow axe? basically a crossbow with blades on the end so instead of a whimpy hammer you now have an axe.

Quote from: Deon
The "Hunter's lodge" will allow you to make special crossbows, as well as make "studded leather" by adding metal bars to leather.

Daww stop readin my ideas from my head :D.



Since you seem not to be looking at the original thread, I'd thought I'd re-post this here:

Since it looks like all naga-lovers hang out here, I would like to ask what do you think about these sprites:


I was tired of a "generic snakeman" tile for all jobs for my naga in Genesis, so I've decided to work on soldier sprites for them. I was aiming for a more "monster-like" and less "human-like" look. How did they turn out to be?
Hey deon, if you're still looking at this thread, I tried to touch up your design:




The original is for comparison.

Most of the touch up was done to the generic sprite, by extending the tail so it would be less confused with a fish's, defining the head better and smoothing the flesh shading. I also outlined the weapons and smoothed their colors, but it would probably be best to go with Kohaku's suggestion and keep them separated from the main sprite.

The dull red eyes and gray teeth just blended in, and I couldn't get any other 'monstrous' eye color to stand out enough, so I just made them black and the teeth off white. The more complicated shading was just distracting the eye, so I simplified it.
It's the same picture, man. Is it a 1st april fools' joke?
« Last Edit: April 01, 2011, 04:16:54 pm by Deon »
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Tarran

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5932 on: April 01, 2011, 04:54:10 pm »

There's actually another image, but the Imageshack server it's hosted on is down.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5933 on: April 01, 2011, 04:55:38 pm »

Oh, I see. I was wondering where is it. That post didn't look like trolling, but it could be a nice april fools' joke :P.

That's why I use img.ie only (and tinypic.com rarely).
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Morwaul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5934 on: April 01, 2011, 05:47:15 pm »

Tomi, the multiple thing has been there for a while.  My typical search is Flux - Yes, Aquifer - No, River - Yes, Shallow - Multiple, Deep - Multiple, Soil - Little.  I just embarked on a new world with no crashes.  I stayed with the defaults on the worldgen selection screen though except for Savagery - High, Minerals - Everywhere.

Deon, Just want to make sure you understand that the point of my post about the materials is that it would be good if we had another source of Steel grade weapons and armor that doesn't rely on Iron.  If you are making a bunch of stuff that is Bronze, Copper, or even Iron Grade it is great for immersion and variety but it probably will not get used much as we gravitate towards the highest end materials and ignore all the others.  aka Steel.  The reason I would like another alternative to steel is because with the current mineral allocation it is difficult to find an embark site with enough resources to make the good steel in any quantity.

Also, Please don't get rid of Red Steel.  I look for Bauxite on every map just to make sure I can make some.  If you want to make Blood Steel just call it that.

I also think unobtanium sounds ridiculous.  Really, what were they thinking.  I was just using it as an example.  I really do think you should consider Flubber armor, however. "My Dwarf fell off a cliff and is still bouncing 3 weeks later! LoL"

Lastly, I am really looking forward to some of you ideas and am now quite excited about the update.  Inventors workshops, Celestial Forge, Blood Gods oh my!  Sounds too awesome to be true.  This isn't another April Fools thing is it?  :)


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Thrin

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5935 on: April 01, 2011, 06:12:23 pm »

No trolling here. Not really one for April Fooling, either. If you prefer, here it is from img.ie:



Honestly, I just use Imageshack because I already have an account there.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5936 on: April 01, 2011, 06:21:36 pm »

Thanks, I can see this one. I dislike the uberlong tail on the first one, I like the small "whirl" more, but the weapons and shading are definitely better, thanks :). I will totally consider it.

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Deon, Just want to make sure you understand that the point of my post about the materials is that it would be good if we had another source of Steel grade weapons and armor that doesn't rely on Iron.
That's Mithril for now only. I'll think what can I do with others, I get your point :). But I won't make them easy to make, otherwise the iron will lose its "best base metal for cool stuff" value. I mean metals should be diverse. But I will add a few more.
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Morwaul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5937 on: April 01, 2011, 07:02:35 pm »

Deon, Very Cool and Thank you.  And making it hard is excellent.  I don't mind it being difficult as long as it is possible.

A different question.  I am looking in inorganic_stone_genesis.txt.  My idea is to increase the frequency of the iron yielding metals.  (Honestly do not know if this will do anything) but I noticed that Magnetite is not in the list.  It goes Goethite, Hematite, Limonite, then Malachite.  I searched for it but cannot find it.  Maybe it is hiding in another file somewhere? I did look through the other inorganic_*.txt files and did not see it.  Of course I was looking for my pen for 5 minutes earlier then noticed it sitting on my keyboard so that isn't really saying much.

Let me verify 2 things since I have you.

In [ENVIRONMENT:SEDIMENTARY:VEIN:50] the 50 is the frequency.  A question what is the rang on this?  I assume 1-100 with 100 being most frequent.

Also, If I want to stop a type of junk stone from dropping rocks when mined that I then have to dump all I have to do is delete [IS_STONE]
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5938 on: April 01, 2011, 07:25:58 pm »

Oh, I think I forgot to put the magnetite back (I removed it when I turned everything into "copper ore", "iron ore" etc. but I was bored of that and decided that it's not a good idea). Thanks, I will put it back.

The frequency is 1-100, and the IS_STONE token makes layers to drop boulders.
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Coco146

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.2 ϟ] - Ironhand graphics, 0.31.25
« Reply #5939 on: April 01, 2011, 07:53:03 pm »

In the tes series it's not actual glass, it's volcanic crystals from red mountain
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