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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1248180 times)

Acanthus117

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6570 on: April 18, 2011, 06:05:02 am »

Dwarf Fortress - It will warp your mind until your definition of exciting means unspeakable abominations on your map upon embark, ready to horrible maul your hapless dwarves before your computer has even registered that the game is fully loaded.

Like that time way, way back when I embarked on top of alligators.  Half the party dead before I even had control of my dwarves!

That was really Fun.

Good god, that happened to me not 3 mins ago.

WHOAAA
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YOU DOUBLE PENIS
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6571 on: April 18, 2011, 06:08:55 am »

Haha, I remember when we played DF multiplayer and a pack of skeletar gorillas killed our guys over and over... We reclaimed like 5 times.

But yeah, savage and evil areas need more monsters, I will work on that.
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Angel Of Death

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6572 on: April 18, 2011, 06:59:51 am »

Haha, I remember when we played DF multiplayer and a pack of skeletar gorillas killed our guys over and over... We reclaimed like 5 times.

But yeah, savage and evil areas need more monsters, I will work on that.
DF MULTIPLAYER!?

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DrKillPatient

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6573 on: April 18, 2011, 07:24:47 am »

Is there an ASCII version of the latest update?
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"Frankly, if you're hanging out with people who tell you to use v.begin() instead of &v[0], you need to rethink your social circle."
    Scott Meyers, Effective STL

I've written bash scripts to make using DF easier under Linux!

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6574 on: April 18, 2011, 08:20:57 am »

I usually embark in high-savage areas, but yeah, most of the time I get herds of Reindeer or Cavy sows+boars.  Sometimes I get dragon raptors or something, which devastate my fortress.  But usually pretty harmless.
I tend to avoid evil biomes, because I'm not sure I'm up for THAT much Fun.  Joyous wilds are fun, though.
Incidentally, reindeer and cavy are also at default 50 frequency, so I do adjust them.
I avoid evil places because trees won't grow back there.

Building destroyer: do you really notice fps drop when there's one giant toad in the caves? But I didn't add more BD tags, there were enough.

Is there an ASCII version of the latest update?
Not yet.

Random: Is there a reason Cavy are only 5 or 6 points?  Do they not give bones or leather upon death, or something else that would make me never ever want to embark with them?
It's 7 AM, why am I worldgenning?
Another stupid question: Is it possible to change embark points after worldgen?
They're fat rats, 0.8 kg (1.76 pounds). Guess they only give a skull. Guess they're useful as goblin-confusers and guard squish-on-a-rope animals.
Because it's fun to look at region10-world_sites_and_pops.txt?
Probably not, unless hex-edit the save.

My latest raws: http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_incl_Bonfires_Apr18.zip

Bonus item, my current medium region settings.
Spoiler (click to show/hide)
« Last Edit: April 18, 2011, 09:34:59 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

rainekage

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6575 on: April 18, 2011, 09:00:18 am »

Random: Is there a reason Cavy are only 5 or 6 points?  Do they not give bones or leather upon death, or something else that would make me never ever want to embark with them?

Wiki says cavy only give a skull, but don't know if they've been changed at all in Genesis.

It's 7 AM, why am I worldgenning?

Another stupid question: Is it possible to change embark points after worldgen?
« Last Edit: April 18, 2011, 09:20:48 am by rainekage »
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Dwarf13

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6576 on: April 18, 2011, 09:58:56 am »

Thanks TomiTapio, gonna try it out now! (bored with my Terrifying biome spawning skeletal turkies and donkies, got over 80 turks dead :\)

Btw, i got an issue a couple of times, when stuff at Trade depout rots like hell in a two-tree days. I happend when orcs+home caravans came in a same time, on two different biomes and embarks. I usually tade in 2-3 sessions, while peasants hauling stuff to depout, first ill buy all the nessesary, then stuff which i want to melt, etc. Soo, on the second session i've notieses mosr of the goods were "x" marked, some even xx. After 3-4 days it was like xxx, or gone! I;ve even reloaded to witness how it all rot away exept metal craft (unrotable, i guess).

What can be causing it? Any ideas?
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BigD145

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6577 on: April 18, 2011, 10:34:53 am »

Another stupid question: Is it possible to change embark points after worldgen?

cheatengine.exe or artmoney.exe. I think embark points are a 2 byte integer, but I forget.
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Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6578 on: April 18, 2011, 11:03:53 am »

Finished T.

Only C D and S left. About 650 words.

Any help from others is appreciated.

I will do S if nobody else has done it yet. To do something back to Deon for this awesome mod :)

EDIT: crap, 316 words xD
« Last Edit: April 18, 2011, 11:05:46 am by Dutchling »
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spriksprak

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6579 on: April 18, 2011, 11:06:53 am »

Hi, I've done the bottom half of S - from system up to sorcerer so if some kind soul wants to finish it off that's where they should start. Btw on the in game music front the file plays fine inside windows media so it isn't a compatibility issue outside of the game.

wow that's really spooky timing Dutchling!
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6580 on: April 18, 2011, 11:16:53 am »

Thanks TomiTapio, gonna try it out now! (bored with my Terrifying biome spawning skeletal turkies and donkies, got over 80 turks dead :\)

Btw, i got an issue a couple of times, when stuff at Trade depout rots like hell in a two-tree days. I happend when orcs+home caravans came in a same time, on two different biomes and embarks. I usually tade in 2-3 sessions, while peasants hauling stuff to depout, first ill buy all the nessesary, then stuff which i want to melt, etc. Soo, on the second session i've notieses mosr of the goods were "x" marked, some even xx. After 3-4 days it was like xxx, or gone! I;ve even reloaded to witness how it all rot away exept metal craft (unrotable, i guess).

What can be causing it? Any ideas?
Are you sure there are no acid mephits? :P I think it may be related, at least some people reported decaying furniture. I will look into it.

Quote
words
Hey, thank you for almost finishing the language. Send me what you've got :). Once I get a full orcish language it will be a reason for another release, with new monsters for savage/evil areas and Tomi's fixes :).

Quote from: Tomitapio
Building destroyer: do you really notice fps drop when there's one giant toad in the caves? But I didn't add more BD tags, there were enough.
It happens from time to time. It looks like they sometimes pick a target to destroy they can't pathfind to, so it causes a massive lag.
When there're multiple building destroyers on map, it can be a steady 50-100 FPS hit on my system.

Haha, I remember when we played DF multiplayer and a pack of skeletar gorillas killed our guys over and over... We reclaimed like 5 times.

But yeah, savage and evil areas need more monsters, I will work on that.
DF MULTIPLAYER!?


You can play it with a few players through the dfterm program. It's still a single game, but it's fun to take turns managing the fortress, or look as another guy plays an adventurer in real time and give him advices, taking control from time to time to show what you want.

Make sure that you play it with sane people though, to avoid everyone thriving for the control and making the game unplayable :D.
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Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6581 on: April 18, 2011, 11:40:05 am »

@Spriksprak,
I'll do C than. misread your post, you want someone to finish it, I'll finish it

Deon,
how do you use the translator you linked in an earlier post? This are the results for sabre
Code: [Select]
Found 1 kanji.
blade;   clock hand;   sabre;   sword;  ケン    つるぎ   
Jouyou kanji, 10 strokes WordsSentencesExternal links
What should I use as japanese? Does DF support japanese charachters? Jouyou kanji comus up with all words so I assume it's the language or something
« Last Edit: April 18, 2011, 11:43:28 am by Dutchling »
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Jeoshua

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6582 on: April 18, 2011, 11:48:33 am »

This was explained a few pages back.

Do NOT use the japanese characters.

Click the checkbox given.  You want "romanji".

Those words under the translation are what type of word and/or writing it is.  It does not matter one bit.

If you get words like "baradu" for "blade", don't use them either.  That's a nipponization of an english word.

Keep them short, preferably under 6 letters if possible

Keep them simple, NO hyphens (that's a long vowel, a sign of nipponization of another language)
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I like fortresses because they are still underground.

Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6583 on: April 18, 2011, 11:55:45 am »

My problem is that there are only english words and japanese charachters. No japanese words or something like that.
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Patchouli

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6584 on: April 18, 2011, 12:24:24 pm »

It should be set up like this:
http://jisho.org/words?jap=&eng=sabre&dict=edict&romaji=on

Kana as romaji is checked.

You look down the list and see then "ken" is probably the best translation.

If there is no translation, look for a synonym of that word. Additionally, if there are homonyms, context of the word should be clearer if you're directly replacing the words in the LANGUAGE_ORC.txt file, since the words are typically tagged like so:

Code: [Select]
[T_WORD:FAINT INTENSITY:rengchun]
[T_WORD:FAINT VERB:bingchang]
[T_WORD:FAIR COLOR:huangliao]
[T_WORD:FAIR EVEN:ruhaihuan]

If you aren't sure about the grammatical use of the word, look at language_words.txt. It'll tell you if it's going to be used as a noun, verb, etc.

Try to strike a balance between length and the closeness of the original meaning of the word. If you have two translations of equal length, go for the one that's grammatically closer to the original word, or one that people are more familiar with. It's alright if you aren't sure, just pick the best one that you think should be used then.

When you send it to Deon, make sure it's all tagged out correctly, so it's like:
Code: [Select]
[T_WORD:SABRE:kan]
I'll help out with S if you want, I can take Sly-End of S.

EDIT: Oh, someone's already done the end of S.
« Last Edit: April 18, 2011, 12:31:17 pm by Patchouli »
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