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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1247089 times)

Drago55577

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Fallout equestria? Where's the mod! :)
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Rip goat, more loli
I think I've been sigged more times as a result of my comments in this thread than I have in most of my other activity on these forums. 

Putnam

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It's outdated.

I think it may also be abandoned...

MiamiBryce

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Deon

When you get back to Genesis what's the chance you'd implement a simplified wood system, not unlike  Masterwork?  Something where maybe the majority of trees produce "hard wood" and "soft wood"?

While I'm at it, I'm wondering what you think of doing something like having several qualities of say...suede so that rather than having a suede for each different creature it could be several different qualities of suede, like "poor suede", "good suede", "rich suede".  I don't like those names, those are just examples to convey my idea.  I do think that the like the high end stuff, like what you get off of demons or other big baddies, should still be named by their race.

Thanks.
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voodooattack

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DEEOOOOOON!  >:(
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A Dance With Ice and Fire
An open-world roguelike based off the world of "A Song of Ice and Fire" by George R. R. Martin

TomiTapio

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When you get back to Genesis what's the chance you'd implement a simplified wood system, not unlike  Masterwork?  Something where maybe the majority of trees produce "hard wood" and "soft wood"?

...different qualities of suede, like "poor suede", "good suede", "rich suede".  I don't like those names, those are just examples to convey my idea.  I do think that the like the high end stuff, like

I added the "FAIRWOOD_TEMPLATE, May 13 2011, for nice/okay furniture value2 wood (beech cypress redcedar)"
and "GOODWOOD_TEMPLATE, September 12 2010, for mahogany, oak etc. best furniture value3 wood"
so there's currently three classes of wood, value multiplier 1 2 3. [Ironwood is just iron-class material right off the tree.] On the trade screen you can purchase the good wood, and can have separate wood stockpiles for furniture wood and firewood (they're sort of colorcoded).

The current suede is "THINLEATHER_TEMPLATE  -- 20% of vanilla leather's toughness, "leather mark 1", use for clothes and bags."
I don't think Deon will rework the wood & skin & leather anytime soon.

ps. I could update the Genesis into current DF version, but not feeling like investing 3-6 hours into it this week. Haven't played fort mode in maaany months.
« Last Edit: February 28, 2012, 11:17:25 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

MiamiBryce

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I added the "FAIRWOOD_TEMPLATE, May 13 2011, for nice/okay furniture value2 wood (beech cypress redcedar)"
and "GOODWOOD_TEMPLATE, September 12 2010, for mahogany, oak etc. best furniture value3 wood"
so there's currently three classes of wood, value multiplier 1 2 3. [Ironwood is just iron-class material right off the tree.] On the trade screen you can purchase the good wood, and can have separate wood stockpiles for furniture wood and firewood (they're sort of colorcoded).

Tomi,
I'm not going to say I didn't find it usefull when you added those templates, but after playing Masterwook and seeing that you can do this:
Spoiler (click to show/hide)
To make any number of trees create "brown wood logs" when cut down, that makes, at least in my mind, stock piling and crafting lot easier.
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jesusmod

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oh for the love of god...
Spoiler (click to show/hide)
you've gotta be kidding me...
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UltraValican

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oh for the love of god...
Spoiler (click to show/hide)
you've gotta be kidding me...
I never noticed it until now.....
I wonder if you can mod it to make males blind on contact.....?
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Would you rather be an Ant in Heaven or a Man in Hell?

TomiTapio

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Maybe I'll spend one hour trying to get the Genesis raws to run on current 34.04 DF.
All breath attacks are different now, and there's new bodypart TONGUE on hundreds of animals... But a tongue is not required.

Errorlog looks like this:
Spoiler (click to show/hide)
Oh and all languages need new words for COLOURS.
Crash on worldgen "finishing sites"... of course.

*tinker tinker*
replaced c_variation_default  with vanilla's..
everything that has 5 or 4 toes, needs renaming of the bodypart, unless stick to Genesis's naming throughout..
Birds now have [BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER] instead of hair, and birds have gizzard BP..
Cats head-bump and clean each other...
some insects have [CREATURE_CLASS:EDIBLE_GROUND_BUG]..
[SPECIAL_BURIAL] tag for nobles...
each civ has list of gem shapes... and [BUILDS_OUTDOOR_TOMBS] available.
[TOOL:ITEM_TOOL_POUCH] is new..

Every metal and wood needs now a [BUILD_COLOR:0:7:1] dammit.
15 new rude words (plus colours block) in each language, that's a lotta copy pasting needed...
new materials, gizzard, sponge and ink.. three new tissues..

yay, no crash in 100 year worldgen. But all procedural beasts complained of no tongue tissue thickness... can't figure it out... fort mode started okay.
guess who wants to do an interaction "the dog drools on you."
fixes [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] and [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]...
WinMerge-compares Genesis-inprogress vs. current vanilla...

Deon should finish my "[TISSUE_TEMPLATE:SKULLBONE_TEMPLATE] --by TomiTapio, in progress" (so skull is more durable bone material than little finger)
my teeth are "[PAIN_RECEPTORS:6] --get some usefulness from the "axe to left back tooth".  "
my brains are "   [VASCULAR:90]    [PAIN_RECEPTORS:75] --for unconsciousness effect "gives into pain" aka massive concussion  "
Grasses are totally un-comparable... all mixed up.
Wood mat seems unchanged.
My muscles: "[MATERIAL_VALUE:2] --trying: meat kilo should be pricier than turnip kilo "
Genesis cheese doesnt ROT.
male_gloomer declaration fixed.


Meh, i'll continue later I guess. Firebreath, skunk spray, civ changes, rude words, color words to do at least... not adding new vanillas-new-animals yet..
Current file (ASCII Genesis) at  (edit: deleted, working)
(init file has my preferences, sorry, very alpha)

And it is up to Deon to choose to which files the vanilla's new creatures go, since it's his mod.
« Last Edit: February 29, 2012, 07:47:04 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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Editing/merging some more...
mass-replacing TONGUE bodyparts shows that Toady's koalas and boars don't have tongues.
now to merge entity changes....

new for hammerer:    [RESPONSIBILITY:EXECUTIONS]   [EXECUTION_SKILL:HAMMER] [RESPONSIBILITY:ESCORT_TAX_COLLECTOR]
gem shapes to all entities, done.
copying creature_dwarf changes...
Quote
      [BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
         [APP_MOD_IMPORTANCE:1000]
         [APP_MOD_NOUN:teeth:PLURAL]
         [APP_MOD_DESC_RANGE:30:60:90:110:150:190]
for most civilizations' creatures teeth... in the gaps of teeth appearance section.
new spelling of tag [MISCHIEVOUS]. (Gremlin,)
colossus has now [NOT_LIVING] instead of cannot_undead.
(checks every cannot_undead...)
roc and beak dog get gizzards and gizzard stones.
new DF has deleted like 15 naughty words from languages.

allright, now for a little bit of testing... how the heck did the fort mode keyboard commands go again? B-uild W-orkshop F-loozy

aargh, spaghetti caverns, due to silly default worldgen...
huh, my people are Nords now. (minor duplicate problem...)
  unit list: dead/missing: 2 bebilith, 12 nightmares.

removing vanilla's
Duplicate Object: creature MOSQUITO Duplicate Object: creature LYNX Duplicate Object: creature JACKAL Duplicate Object: creature HYENA Duplicate Object: creature SKUNK Duplicate  bject: creature KANGAROO COYOTE HEDGEHOG LEECH BEAVER BIRD_EAGLE BIRD_ALBATROSS BIRD_SWAN BIRD_CROW

- because Genesis had them already. Yeah, I added some of the new creature files in and copied over the new 4toes/5toes body part things.

Crashed in fort mode. Was to be expected, with duplicates present.

oops, worldgen has many new params... but the game auto-wrote the missing ones there it seems.
Spoiler (click to show/hide)
haha, didn't think to look in "file changes.txt" yet. Ohwell.
(this modding session was two hours.)

Here you go, a working just-unzip-and-run Genesis ASCII for .34.04: http://dl.dropbox.com/u/8967397/Genesis_3404_ASCII_from_TT.zip (no music)
« Last Edit: February 29, 2012, 09:34:52 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

Whivy

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thx for the good work !
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Cyco_Chicken

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Is it normal for the Genesis mod to reject tons of worlds because i just got it and I'm genning my first world and it's up around 25 regected.

Edit: ok it got to 37 rejected before it finally worked.
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QuoteModify
Quote from: arzzult on Today at 02:47:41 am
Too far? This is the game where we slaughter the cutest animals we can find by the dozen for a rather meager amount of food. This is the game where coming up with a more complex and cruel way to kill something is a daily goal. This is the game where "child care" is locking a kid in a room with a bunch of rabid animals to scar them, sir, this is not far enough.

isitanos

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Edit: never mind.
« Last Edit: March 01, 2012, 05:44:16 pm by isitanos »
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Cyco_Chicken

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A couple questions. Where does meteoric fall in with the military grade metals? And, I noticed alot of new weapons in the list of at my forge so which one are the best?
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QuoteModify
Quote from: arzzult on Today at 02:47:41 am
Too far? This is the game where we slaughter the cutest animals we can find by the dozen for a rather meager amount of food. This is the game where coming up with a more complex and cruel way to kill something is a daily goal. This is the game where "child care" is locking a kid in a room with a bunch of rabid animals to scar them, sir, this is not far enough.

TomiTapio

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A couple questions. Where does meteoric fall in with the military grade metals? And, I noticed alot of new weapons in the list of at my forge so which one are the best?
*looks it up in raws* looks like its edge is as good as steel's, and worse than black steel's.

Axe and sword are best due to chopping limbs off, in my opinion. Depends on how the world has its bleeding parameters (bodypart vascularity: will you lose lots/little blood from losing arm). I have tuned the Genesis pain/bleeding amounts last year. (Spear damages heart: lots of pain, lots of bleeding yay)

You can try identical adventurers, one with spear, one with mace, one with sword, see how quickly they slay their opponents.
Also can do arena tests: 30 speardorf vs. 30 macedorf, and count how many of winning side survived.

Edit: testing quickhack-Ironhand current Genesis... picture:
Spoiler (click to show/hide)
With TrueType threshold set to [TRUETYPE:18] 18 pixels.
« Last Edit: March 02, 2012, 05:50:01 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
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