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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246052 times)

toupz

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Is this mod still good for adventurer?
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Jactus Cack

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Not sure if this is a bug but I generated a new region since my previous two had all fortresses inhabited only by animals, and now my new region has the fortress problem fixed and I can play as a bronze colossus outsider. I have to say I really love this mod right now!  :D
Thats not a bug, If a fortress fell in legends it will be populated by animals(implying that it is now a ruin)

Ah, almost every fortress in my first two regions must have fallen then.  :o
Wow I just realized my colossus is called Persuasius Raventattoo the Strong Climax. Dear god do I love this game.
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TomiTapio

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Is this mod still good for adventurer?
Yup, it's good for adventuring. Deon made the weapon&armor crafting for adventure mode. Monsters have more "natural skill" than in vanilla and are more dangerous.
I have added sounds for animals and people, so you can hear bandits shouting and cursing! (not reacting to anything, just make sound at random intervals.)

In my August sub-release the number of leather classes goes from 2 (normal, tough) to 5 (weak, normal, tough hide, coppertough mythskin for demons, irontough deephide). So if you slay a dragon, your dragon leather armor/clothes will be very tough.
I added "kitchen dagger" and "kitchen axe" which can be found in monster lairs. Oh and my crossbows have inbuilt dagger-like bayonets since the militia can not carry a dagger in backpack/belt.
Note: can disable the night bogeymen by setting night creature types to zero in worldgen.

I am planning on doing a couple different run throughs of the creatures, my first is giving them accurate descriptions, biomes, speeds, sizes, and littersizes. My next run through will be giving them proper clustersizes, population numbers, and any unique traits that may fit that particular species, and finally giving them properly colored body parts
For more realism... the same species can have different frequency(rarity) and clustersize in different biomes. So in savannah, high chance of a lion pride; semidesert, low chance of 1-2 lions. AFAIK to do that, one must split the animal into two creature definitions. Outdoor rabbits should be more common than cave rabbits.
Also to consider: [VIEWRANGE:20] [LIKES_FIGHTING] [NOFEAR] [PRONE_TO_RAGE:1] and the [SAVAGE] biome modifier.
I have my birds at high viewrange and [FLEEQUICK]. A low viewrange curiousbeast might be interesting... gets very close, then notices a dorf. Fox power!
« Last Edit: August 23, 2011, 10:04:05 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

TomiTapio

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All right, here is my latest release, with five classes of leather.

Ironhand raws folder: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_FiveLeathers_Aug23.zip
ASCII raws folder: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ascii_raws_FiveLeathers_Aug23.zip
Totally not save-compatible due to new materials and new altar of war reactions. Enjoy.


Changelog of this and two previous:
Spoiler (click to show/hide)
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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

tilly

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Thanks Deon, you're/your awesome!
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Roses

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For more realism... the same species can have different frequency(rarity) and clustersize in different biomes. So in savannah, high chance of a lion pride; semidesert, low chance of 1-2 lions. AFAIK to do that, one must split the animal into two creature definitions. Outdoor rabbits should be more common than cave rabbits.
Also to consider: [VIEWRANGE:20] [LIKES_FIGHTING] [NOFEAR] [PRONE_TO_RAGE:1] and the [SAVAGE] biome modifier.
I have my birds at high viewrange and [FLEEQUICK]. A low viewrange curiousbeast might be interesting... gets very close, then notices a dorf. Fox power!

That is a good idea, I will have to add that to my spread sheet of animals. I am hoping to get some pretty unique combinations of tags since the animal kingdom is fairly unique. There are definately some mammals that have lower view ranges then others, I just wish there was a way to increase an animals hearing ability to compensate for low vision.

Question about the [SAVAGE], [GOOD], and [EVIL] tags. Do they just say that the animal can be found in those regions, or do they say that the animal can only be found in those regions?
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Deon

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Thanks Deon, you're/your awesome!
You mean "thanks TomiTapio"? He keeps the thread afloat!

Great job with the new skins/leathers, I really love it!

Is this mod still good for adventurer?
Yup, it's good for adventuring. Deon made the weapon&armor crafting for adventure mode. Monsters have more "natural skill" than in vanilla and are more dangerous.
Actually the base of the adventure crafting is made by Lofn. Of course I tweaked it and added stuff here and there, but the major credit goes to him.

Question about the [SAVAGE], [GOOD], and [EVIL] tags. Do they just say that the animal can be found in those regions, or do they say that the animal can only be found in those regions?
It limits the creature to the said biomes. I am not sure how to make a creature to appear in a normal AND evil biome, there's no [NEUTRAL] token... I think it may be impossible.

P.S. I think in addition to other stuff I should rebalance creature populations. I haven't really utilized the [BENIGN] token enough.

There should be benign areas where civs like to settle, and they should be full of cattle and birds; the normal (which are mediocre wild) areas should have stuff like wolves, deer and the like; and the wild areas should have beasts which would eat any person who is not robust enough; there should be a reason why nobody settles there. I think it will make the world to behave more "realistically" (close to our expectations) and improve the game experience.
« Last Edit: August 23, 2011, 05:36:54 pm by Deon »
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Roses

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Well like Tomi suggested for the different biomes you could make two different creatures, and have the only difference be one has the [SAVAGE] tag and one doesnt, you could also then change the population ratios so that more of a certain creature appears in one the savage area than the benign or vice-versa.

For my mod I plan on doing just that with the added definitions of giving certain species different color variation ratios and different sizes for their different biomes. For example the brown bear has several subspecies, each one has a different size depending on its biome, while the leopard is differently colored depending on its biome. It's really to bad you can't make different pop ratios and biomes in the caste's 'cause then you wouldn't have to make multiples of the creature

Edit: Question, how big is one map square in terms of miles or kilometers? Would like to get realistic pop numbers.
« Last Edit: August 23, 2011, 08:25:19 pm by Roses »
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Deon

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The problem with your idea is that you still have to change the creature name (which is not really bad, just a fact) because otherwise you will have i.e. two cow leather in stockpile menu and other oddities like that.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Roses

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The problem with your idea is that you still have to change the creature name (which is not really bad, just a fact) because otherwise you will have i.e. two cow leather in stockpile menu and other oddities like that.

Ah I didn't even think about that. Well for now I will stick with just the one creature and have them be the same across all their biomes.
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Dwarfu

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The problem with your idea is that you still have to change the creature name (which is not really bad, just a fact) because otherwise you will have i.e. two cow leather in stockpile menu and other oddities like that.

It is possible to get multiple like-named (different-indexed) creatures to give the same leather (and other products), such that COW_A named cow and COW_B named cow will both give cow leather and it only be a single entry in stockpiles, etc.
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Deon

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Yeah but you need special shaeningans for that, like to define butchered products from COW_B to be products of COW_A if I understand you correctly.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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definitely some mammals that have lower view ranges then others, I just wish there was a way to increase an animals hearing ability to compensate for low vision.

Speaking of hearing... one can add sounds to creatures. I have put sounds to the prone-to-rage creatures I think. Maybe I should put more sounds in. Wonder how the extravision tag works in outdoors darkness and daylight.
Spoiler (click to show/hide)
« Last Edit: August 24, 2011, 08:54:15 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

Mayama

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I might be wrong but the last version I played had an option to disable dwarf castes so you could play with "normal" stone dwarfs only.
Is this still possible?
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TomiTapio

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I might be wrong but the last version I played had an option to disable dwarf castes so you could play with "normal" stone dwarfs only.
Is this still possible?
It is relatively easy to do, just delete all other castes and "select caste" statements that refer to them. Here's the relevant file for you, with only stone dwarves:
http://dl.dropbox.com/u/8967397/creature_genesis.txt (not tested, might give errors.)

Sorry, no configuration program to "use the new minerals y/n, use the new metals y/n, use dwarf castes y/n, number of enemy civs 0...7"


No more extreme depth-delving with 'd', 'i', 'Enter', 'Enter', '>', repeat!  Hooray!
dude, you can do that [designate stairwells] with the mouse.  "d","i","click and hold","hold >".  youll designate up/down stairs to the bottom of the map.
« Last Edit: August 25, 2011, 12:09:14 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
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