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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1249348 times)

Angel Of Death

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I guess it's thresholds and triggers, so when eg. dug out area is N stones times population, game starts making random rolls for moods. And for sieges, when trigger is met, it starts making random rolls. And if the roll says "yup, siege" then a siege will arrive at next "15th day of latemonth"

Edit: meet camels, quick search http://uk.answers.yahoo.com/question/index?qid=20070927085422AAnTk1S  give camels adventurer-sounds.
Edit2: oh wow, a werewolf prisoner in orc town! First I've ever seen a prisoner as adventurer.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Here my worldgen:
Spoiler (click to show/hide)

Here is today's changes for y'all to adventure upon: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_CuNi_adv_sounds_June8.zip
Will this current patch work with a completely unpatched Genesis mod?

Also, why does wyvern acid cause rot of the spine and brain? I always thought it would do something more like rot, swelling and blistering of areas covered in it.
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TomiTapio

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Just take the full Genesis Ironhand http://dffd.wimbli.com/file.php?id=4106
and replace its raws with my version. Not totally save-compatible with old versions due to Bonfire materials and workshop.

Wyvern acid, I haven't looked into it. Probably Deon used some other creature's toxin when creating it. I can add ooze/swell/blister there easily.
Oh, all wyv effects are START:50:PEAK:500:END:1500, I shall make some of them begin immediately, like nausea.
and the acid says [SYN_IMMUNE_CREATURE:LOST_ADVENTURER:ALL]
Spoiler (click to show/hide)
« Last Edit: June 09, 2011, 09:40:21 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

Dutchling

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I have noticed a few weird things when starting my new fortress.
A (marlbe) Giant Gargoyle came to the fort but wasn't very agressive. He did attacked a chained puppy though with some remarkable results.
Spoiler (click to show/hide)
The gargoyle was enraged, although the head wounds were made before the 'enragement'
The Gargoyle also had trouble breathing. If the Gargoyle is supposed to be made of pure marble that would probably not be intended, although I do not know how you two imagine how a Gargoyle looks.

EDIT: Forgot to say: the puppy is unharmed and still proudly defending the fortress.
EDIT: Gargoyle somehow entered the sleeping quarters without attacking any scared dwarfs in the gate and got mauled by 2 dogs (not war-dogs). One dog has a dented tail and the other is totally fine. I didn't expect a gargoyle to go down so easily :P

« Last Edit: June 09, 2011, 10:33:24 am by Dutchling »
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UltraValican

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Could I make orcs playble in fortress mode without having to worry about the game explodding?
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TomiTapio

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Could I make orcs playble in fortress mode without having to worry about the game explodding?
can you play other races in fortress mode or just dwarves
You can, if you change a few things around. But then it's a different raws folder where someone other than dwarves are the stars.
Basically,[ENTITY:MOUNTAIN]    [ADVENTURE_TIER:1]
   [CIV_CONTROLLABLE]
   [CREATURE:DWARF]   [TRANSLATION:DWARF]
Take the [CIV_CONTROLLABLE] away from dorfs and give it to the civ you want.
Tested an orc embark. Expedition leader was a "Shogun" noble instead.

A (marlbe) Giant Gargoyle came to the fort but wasn't very agressive. He did attacked a chained puppy though with some remarkable results.
EDIT: Forgot to say: the puppy is unharmed and still proudly defending the fortress.
EDIT: Gargoyle somehow entered the sleeping quarters without attacking any scared dwarfs in the gate and got mauled by 2 dogs (not war-dogs). One dog has a dented tail and the other is totally fine. I didn't expect a gargoyle to go down so easily :P
Yeah the randomness can give a weak and narrow giantgargoyle. They have some marble plating on their skin, they're not all stone. Wait, are they completely stone by [TISSUE_LAYER:BY_CATEGORY:ALL:ROCKGAR].
Puppies can be gigantic and muscular and only days away form full-grown size. Maybe I haven't given enough skills to GGargoyles. (looks at skills) Hmm if the stupid AI just does "strangles X's throat, tearing the hair" times 30, the dogs get loads of free attacks.

Arena testing: 5 dog vs 2 giant gargoyle... dogs win, 1 dog survives. Huh.
5 GG vs 5 giant rat: 5 GG survive. Says GGs are "high master wrestler" but that's not what the raws command.
5 GG vs 5 giant tiger: 4 GTigers survive.
5 gargoyles vs 5 dogs:  5 gargoyles survive.
(same 5 gargoyles) vs 10 dogs: 9 dogs survive.
Conclusion: "[COPY_TAGS_FROM:GARGOYLE]" is shite and doesn't work right. (later: hmm maybe it worked right.)

Split giant gargoyle into its own creature,
arena: 5 dog vs 2 giant gargoyle... dogs win, 2 dogs survive. Huh. Stupid gargoyles get exhausted.
Give [NOEXERT][NOPAIN] to G and GG.  5 dog vs 2 giant gargoyle... GGs win but die.
5 GG vs 5 giant tiger: 2 GG survive, huge change with noex nopain.
upgrade G & GG to dodging5 and toughmaterials...
5 GG vs 5 giant tiger: 3 GG survive, okay.
5 GG vs 5 giraffe: 2 GG survive, not good.
5 giant tiger vs. 5 giraffe: 5 Gtigers survive, good.
5 elephant vs 5 giant sandworm: 4 sandworm live, good. Elephants are not insane monsters. (then 5 ents come and SLAY the wurms.)
10 oak ent vs 10 cyclops: 10 cyclops live. enter two hydra. hydras dead and loss of one cyclops. Maybe give nobleed to hydras...

« Last Edit: June 09, 2011, 03:49:33 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

UltraValican

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Thanks I tried Imediatly after I poste(Probably should have tried before). Also I just copied the nobles for dwarves and added them to orcs so now I embark with an expidition leader and a shogun.
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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

Trapezohedron

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Wait, if Toady allows stat modification in syndromes, would that mean that we could get spider venoms that enhance dodging and combat abilities? (No slingshot webs though...) or a strange crystal that explodes into dust and improves speed and strength, at the cost of intelligence or actually creating the incredible ray sphere, giving some creatures various modifications to stats and the ability to harness (hopefully) lightning?

If that's correct, then I'd like some mutations, ADOM style implemented soon. (and maybe curses like speed reduction from lich creatures.)

PS: I'm getting way ahead of myself. XDD
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ETV

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Not sure whether it has been suggested or not (because I'm very un-savvy with the search function on these boards) but there NEEDS to be a way to craft/gather multiple times in one go on adventurer mode, crafting individually is almost as tedious as being forced to train your armour/shield/dodge stats with only single non-repeatable skips (mashing . anyone?) unlike that though, I didn't find a key binding solution to the problem with grinding crafts.

Which is especially disappointing when I'm trying to grind those skills up to the point where I'll be making mastercrafted dragonscale clothes/bone weapons/armour later on.
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Rumrusher

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well I just learn something from mixing Dfusion site changer and genesis forests retreats.

flipping the forest retreat or any unfinished site to Hamlet will spawn huts if the place is wide enough, and living people too.
how I got this info was from going on a murder raid with a settler group of goblins and I needed a place to 'retire' them so found one of those Forest Retreats with out knowing who own it.
After flipping the site to a hamlet I said earlier I walk into a house and found Gray werewolves.
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??? So, if I understand this correctly: This is a depiction of adventure mode in Genesis where the adventurer crafted arrows from nothing, dipped them in the puddle of magma, and then threw them at his attacker?
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TomiTapio

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NEEDS to be a way to craft/gather multiple times in one go on adventurer mode, crafting individually is almost as tedious as being forced to train your armour/shield/dodge stats with only single non-repeatable skips (mashing . anyone?) unlike that though, I didn't find a key binding solution to the problem with grinding crafts. Which is especially disappointing when I'm trying to grind those skills up to the point where I'll be making mastercrafted dragonscale clothes/bone weapons/armour later on.
One knapping reaction is one xp gain, that can't be helped. Gathering isn't in the game, it's just a "from thin air" reaction.
Yes training is tedious, so start as a demigod/seasonedadventurer. Not a wise goal, high-quality crafting as adventurer. Copper gear is always better (but heavier) than toughbone gear. Haven't even made proper dragonscale (iron-class) material, that's just renamed toughleather. For fort mode.

If you're really gonna automate adventurer skill grinding, you might as well DFhack skills to yourself. Jade caste learns faster. Modify your favorite caste to gain combat and crafting skills at 5000% rate, that's your solution. Also, steel dorf is already a demigod without investing any skill points..

Wait, if Toady allows stat modification in syndromes, would that mean that we could get spider venoms that enhance dodging and combat abilities?
I don't know if the future transformation syndromes can give skills, probably yes if they transform you to another creature completely.

So, if I understand this correctly: This is a depiction of adventure mode in Genesis where the adventurer crafted arrows from nothing, dipped them in the puddle of magma, and then threw them at his attacker?
Spellcasting, the "cast fireball arrow" (create arrow of hot material) reaction that uses Concentration skill. (too bad every attempt that "requires" skill is always successful in DF, except mining/diagnosis/surgery AFAIK.) Puddle is adventurer's bleeding leg.
« Last Edit: June 10, 2011, 11:20:33 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

ETV

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Just got utterly raped by a centaur siege, I didn't have a particularly good military, being as I was not really expecting a full on siege before my fortress value was relatively high (shit man I hadn't even got to metal production), so I figured since I had a sizeable population of around 4 Squads worth I'd zerg them (only defence I could muster).

As expected, I died.

What I didn't expect was that I would die in pretty much an instant, must have been 40 Dwarves than just went through a paper shredder, even the Dwarves that were somewhat competent just died right there.

For revenge though I'm just cheesing it next time round by spamming the shit out of traps on a long, long walled corridor.

« Last Edit: June 10, 2011, 11:26:33 am by ETV »
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TomiTapio

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The centaur invaders, two squads was it, are horse-sized AND HAVE 5-6 IN MILITARY SKILLS (best guess).
So yeah, traps really help, and can have oak bludgeons and mahogany spikes in lots of weapon traps.
45 cage traps spells "certain victory" so I usually don't put that many. Maybe 5 weapon traps per 16 hostiles is "fair".

The problem with arachna silk clothes is... "iron mail shirt 252 coins", "arachna silk robe 420 coins", both at lowest quality and a-silk at "8". And cannot edit the values of armors or clothing, only the material.
« Last Edit: June 10, 2011, 01:18:20 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

Dutchling

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Did you misspell Wendigo? I just got attacked by two Vendigos :P

EDIT: Somehow I have awesome dogs... One of my dogs is totally owning the Vendigo by shaking it around by the head and denting its skin.
(Gigantic dog vs average sized Vendigo btw)

EDIT: The dog is still fighting the unconcious Vendigo. The Vendigo has a few scars though..
Spoiler (click to show/hide)
« Last Edit: June 10, 2011, 02:59:25 pm by Dutchling »
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