Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 460 461 [462] 463 464 ... 642

Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1229212 times)

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Sun gold and moon silver are similar, the only difference that the moon silver is sharp and light, so good for blades, and the sun gold is less sharp but heavier, so better for maces/hammers.
Lightness makes it better for armor, as the ones wearing heavy armor will slow down (and have movement and attacks less often). Weightiest armors are Cobalt -> Copper -> Black Bronze

Metals ranking order:
http://df-genesis.wikidot.com/metals#toc5

For Happiness I like =marble statues= and lots of engraved walls. First my novices smooth loads of walls, then the best of them do engraving. And do give 3x3 bedrooms to people who carry axes or picks for jobs.
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

Coco146

  • Bay Watcher
    • View Profile

ok but how do i make moon silver? i found sun gold but noot moon silver.

on a side note when/how large does everyone start of their militaries
Logged

BakkieSloot

  • Bay Watcher
    • View Profile

thanks deon. but i play without artifacts. never found them fun.

my army is around 40% of my population, i dont use many traps or other kind of (ch)easy defenses. only steel and stone dwarfs allowed.
Logged

Ovg

  • Bay Watcher
  • ♥ Pretty Princess ♥
    • View Profile

Deon, WHY U NO MAKE GOLD PLAITED FOR 3.25D

...pretty please?
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Hay Deon,
how about we add a few more minerals?
Nice article http://www.uwgb.edu/DutchS/Petrology/IdentifyRxMin.htm

these sound nice:
celestite, epidote (green), corundum, sphene, biotite (black), zeolite,

metamorphic: cordierite, jadeite, greenstone, amphibolite
sedimentary: arkose, breccia, marl, argillite, lapilli
igneous: scoria, pumice, syenite
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

Renzuko

  • Bay Watcher
    • View Profile

so...simple copper is like, the second best material for blunt weapons in genesis right? guess id better get...removing those iron maces i made for those guys -.-;;
Logged

SirAaronIII

  • Bay Watcher
  • Western Romanticist
    • View Profile

Yeah, you really should. Replace them with hammers because those are apparently better than maces. Something about how maces are stronger, but also have larger contact area, so the force is spread out or whatever.
Also, can I get a link to the 3.25a post? I don't know what to do with which things in the alchemy shop. ???
Also also, are mephits trapavoid? I have a wild ice mephit standing over some cage traps, but no capture.   :-\
« Last Edit: May 03, 2011, 07:47:46 pm by SirAaronIII »
Logged
"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile

They do not avoid traps, are you sure it is not a local resident?

Also TomiTapio, do you think you could help me to finetune another project? I don't know how can I pull it without you :P. I will use most of Genesis tweaks for mundane animals, but Awakened animals will need a lot of work.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Also TomiTapio, do you think you could help me to finetune another project? I don't know how can I pull it without you :P. I will use most of Genesis tweaks for mundane animals, but Awakened animals will need a lot of work.
Well I do have lots of time on my hands... give me a link to that project's thread. Most of the Genesis tunings I've based on playing experience, like "soldiers shouldn't be able to run faster than pigeons".
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

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile

Okay, I've made a thread about that, so maybe more people will join and help:
http://www.bay12forums.com/smf/index.php?topic=83877.0

It will be based on Genesis gathered knowledge too, because a lot of stuff we use will be very handy there (Shadowrun has centaurs and naga as tribes, as well as many animals which we already made for Genesis). Also it will benefit Genesis because I am developing a lot of new monsters which will perfectly fit the fantasy universe. I've got three large bestiary rulebooks so I have something to work with.

The main difference will be guns, some  old technology and a single race with humans/dwarves/elves/orcs as castes.

The enemies will be goblins, gatherers, ghouls and other HMHVV subjects (HMHVV stands for "Human metahuman vampiric virus").

P.S. I've uploaded some files in that thread, and biomes and population numbers may require "TomiTapio scalpel" :). I want to have more herbivores/rodents than predators, with rodents dominant.
« Last Edit: May 04, 2011, 03:33:56 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

About the http://www.bay12forums.com/smf/index.php?topic=83768.0  beehive-dwarves...
maybe Genesis gloomer learn rates should be like 20%, and shroomer 40%.
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

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile

I also though about removing gloomers' nerves, to compensate for their weakness.
I don't consider them to be stupid, just mischievious.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Well then, gloomers learn as normal, but tantrum / go insane / have unhappiness much more than average. Set their stress tolerance low and anxiety high. (does it now, and steelers get automatic swimming skill)

Shroomers were on the stupid side. How about a total doofus/moron caste that has really much trouble learning (15-25% rate). Then people later finding out "dammit, was trying to teach three morons to lead my military!" "and the sole survivor of the battle was... Urist the Moronic."

But the morons might be faster haulers, since they don't get distracted by pretty engravings and cute pets! And stronger, because they spend time with physical things not mental things.

The revised gloomers:
Spoiler (click to show/hide)
« Last Edit: May 04, 2011, 04:20:34 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

Selenite

  • Bay Watcher
    • View Profile

Alright...so I'm trying to make it so you can make adamantine bed.

What do i put for the Reagent line?
Since I think for the bar line it uses bar and not wafer, because the wafers would be labeled as bars if I'm correct.
If using admantine for building furniture, would it use the wafers or the raw stone itself?

Spoiler (click to show/hide)
So if it was stone, would it be something like
Spoiler (click to show/hide)
Also...I'm using the CUT_OBSIDIAN_GEM as a base for cutting adamantine into a gem
Spoiler (click to show/hide)

How would I go about as to make it be able to cut adamantine?
is that right?

EDIT: So I was looking through raws. And I think I found out where I messed up, but I still need help with the cut adamantine.
I think it was suppose to be like this

Spoiler (click to show/hide)

Is it possible to add/change reactions in an existing workshops? Like add/change stuff in a Craftdwarves workshop, or would you have to add a new workshop in order for reactions to work?
« Last Edit: May 04, 2011, 01:04:36 pm by Selenite »
Logged

Torgan

  • Bay Watcher
    • View Profile

Um, daft question maybe but can't you make most furniture using adamantine bars at a forge and with a blacksmith?  I know I've made statues before but I've always saved the rest of it for my military every other time so I've never actually tried.  Guess you can't make adamantine beds that way though without modding.
Logged
Pages: 1 ... 460 461 [462] 463 464 ... 642