Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 616 617 [618] 619 620 ... 642

Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246265 times)

Taren

  • Bay Watcher
    • View Profile

You can add or remove caravan guards though, and if entities bring wagons, they bring more guards, one per extra wagon. Natural skills would work as well, but if you start a war with the race it might prove a bit unbalanced.

Ah so actually removing the guards, increases the guards :D, that is interesting. That might work!
Logged

Dwarfiame

  • Bay Watcher
    • View Profile

I am stumped on how to change the speed of the game. I has to deal with using th +\- keys to adjust it but I did that and it didn't work. I don't know if this is a bug for the latest version of the game or if it is a specific menu.
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile

As I mentioned in your other thread, it can't be done. Modding adds content, not mechanics.

Though hearing where you got the idea that you could from would be kind of interesting. :P
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist

Ehm, sorry if it was not clear.
You can have normal guards.
You can have no guards.
You can add wagons to an entity that does not have them, to make their caravans bigger and increase the number of guards.

I did not mean that removing the guards and adding wagons at the same time does something special ;)

About the speed thingy: There are hotkeys in the menu for increasing and decreasing the FPS caps on the fly, while the game is running. I never tried these actually, but that would possibly slow down/speed up the game.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

TomiTapio

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

Sorry if this has been asked before: I just started genesis in ASCII and there seems so be somesort of "sepia" effect, there's no way to turn this off?
Do you mean "a less saturated color palette compared to vanilla", or is there something else? Colors can be changed in the data/init/colors.txt.
eg. we have
[LCYAN_R:0]
[LCYAN_G:235]
[LCYAN_B:235]
not the full 255.

I am stumped on how to change the speed of the game. I has to deal with using th +\- keys to adjust it but I did that and it didn't work. I don't know if this is a bug for the latest version of the game or if it is a specific menu.
It is just the "max fps allowed", which is "maximum time-ticks-per-second allowed". About ten ticks to one dwarf movement step.
At start of fort you might get 300+ fps, and later 100 or 80 fps. Best way to speed up the game is to have a 2x2 embark. See http://dwarffortresswiki.org/index.php/v0.31:Maximizing_framerate

As I mentioned in your other thread, it can't be done. Modding adds content, not mechanics.
Actually... people have been able to add a "tech tree" mechanic, where need to make X amount of items (experience, research) to be able to build cool armor X or Uber crossbow Z. Or Virus Y which gives a speed boost to citizens.
Also see Genesis's "sacrifice at altar" mechanic.
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

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile

Tech trees aren't a mechanic, though. They're just an extension of the already existing reactions mechanic.

Tirion

  • Bay Watcher
    • View Profile

Just an idea, if a plant is fire-proof, are all of it's products fireproof too? Thread and cloth, for example? It would be good to have such a plant appear upon the breaching of MAGMAAAA, combined with making the Obsidian dwarves fireimmune, there could be squads dedicated to salamander killing. One of those things easily wiped out a dunedweller caravan alone, guards didn't even get close.
Already have the nether-cap tree, magmasafe magical wood. http://dwarffortresswiki.org/index.php/DF2012:Nether-cap
Might be fun to have fixed-cold-temp magic leather and magic cloth, yeah.

If I'm right, mithril and candy clothing already has that property, but it would be nice to have a renewable fireproof cloth source.

BTW, are you planning to incorporate the Brainstem project mod? That would make headshots more balanced.
« Last Edit: May 14, 2012, 12:25:54 pm by Tirion »
Logged
"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

TomiTapio

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

Hey guys, I spent some time updating Genesis to .08 but didn't do the "all trees and gems have new densities and colors" bit yet. Soils have new densities in place.
Probably should work when put new raws in old save, not sure if the "can build the minecart & wheelbarrow" works that way. I'll try now. Yeah, works when slap new raws in. Build in carpenter shop.

Reminder: all stone hauling should be by wheelbarrow or minecart now, otherwise slow (or need stronger dwarf).

Edit: Further changes coming, what with the ore drop rates changed, and need apparently new keybindings for stockpile wheelbarrow options...
EditN: yeah the Brain STEM project sounds like a fun change. Inner brain, outer brain, and connective tissue around them, for teh bleeding.
d-T to designate tracks. Engraver job.
q-w on a stockpile for wheelbarrow something. Choose 0-3 barrows for this stockpile.
I guess the floor hatch symbol will be all right for either minecart or barrow.
"k" on barrow or cart, enter to view, in there can set a follow-camera hotkey! or just k-F on it.
"h" to define routes, without that minecarts do nothing I guess. "H" for hotkeys.
« Last Edit: May 14, 2012, 02:01:37 pm 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

RetSpline

  • Bay Watcher
    • View Profile

So I've been playing with this mod for a few days, finally stuck with one fort long enough to get my first Beastman attack which I was most certainly not ready for. Luckily I had started on my gatehouse already, but the rest of my exterior wall was not even under construction yet. Did manage to get my drawbridge completed and triggered, though I had to sacrifice me near-legendary marksdwarf to hold them off long enough. The beastmen then made extremely short work of the war mastiffs guarding my gate and just loitered around, lacking anywhere to path to. Then, while the beastmen were just hanging around, a Thunderbird showed up. I am actually extremely glad the beastmen were still there, as my fortress was still unroofed. The Thunderbird died very quickly, and only managed to slightly damage a few of the invaders. It did, however, manage to move them away from my fort and to the edge of the map, so I figured it was worth the risk to lower the gate and send out my remaining hunter to try to take a few shots at their leader. He managed to get in range and fire off his entire quiver, putting *mammoth tough bone bolts* in quite a few different beastmen, though his lack of focused fire meant that none of them were badly injured enough to be killed (that's one thing I've noticed about this game, nobody dies except to extreme physical trauma or a lucky headshot. I've had pages and pages of ineffectual melee combat between two untrained and poorly armed fighters end suddenly when one of them finally managed to push the other's brain through his skull). It was at this point I noticed that I didn't have any bolts left.

And then I noticed that a new version is out. I'm not too sure on these things, but I have to gen a new world for this one, right? Or is this a small/simple enough update that that wouldn't be necessary? Either way, I probably still will, if only to incorporate the new hauling mechanics and a better defense strategy into my fortress design.

Anyways, this mod is really cool! Thank you everyone who contributed to it.

edit: or maybe I could just read the previous post more clearly? Still gonna make a new world, though. I've been meaning to try out a savage taiga...
« Last Edit: May 14, 2012, 10:57:22 am by RetSpline »
Logged

Tirion

  • Bay Watcher
    • View Profile

Lucky headshot, which would be reduced by brainstem project, and lucky major artery shots. Throat shots are lethal for example, especially that no real armor protects that.

Personally, I think a squad of 8-10 marksdwarves is a force that can and will kill/rout any enemy melee squad, even mounted ones- hail of bolts, man, hail of bolts. Of course they need to be trained first with archery targets and shooting prisoners through fortifications... but I think with all the poisonous cloud Illithids, fireball throwing lizardmen, and just plain frelling strong and fast demons and beastmen, there is no shame in starting a genesis mod fortress with cage trap spam.
Logged
"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

TomiTapio

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

All right, now I have the Genesis versions in a state that I declare to be playable.
(new keybindings, two new announcements, init file's tile track tile declarations, arena.txt change copied etc)

*** ASCII: http://dl.dropbox.com/u/8967397/Genesis_3408b_ASCII.zip ***
*** Phoebus: http://dl.dropbox.com/u/8967397/Genesis_3408b_Phoebus.zip ***
*** Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3408b_Ironhand.zip ***
"h" key to define routes, without that minecarts do nothing. "H" for hotkeys.

Changelog:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

d-T to designate tracks. Engraver job.
q-w on a stockpile for wheelbarrow something. Choose 0-3 barrows for this stockpile.
I guess the floor hatch symbol will be all right for either minecart or barrow.
"k" on barrow or cart, enter to view, in there can set a follow-camera hotkey! or just k-F on it.
"h" to define routes, without that minecarts do nothing I guess. "H" for hotkeys.

Note: Is it just me, or is one crossbow shot in adventurer mode the same duration as 3-5 animal movement steps?

Edit: Yay, got a minecart hauling ore! And didn't need to watch or read a tutorial.
Errorlog has new lines like DOUBLE TAGGED ITEM: Store Item in Stockpile, gold nuggets // DOUBLE TAGGED ITEM: Store Item in Stockpile, silver nuggets
« Last Edit: May 14, 2012, 09:35:56 pm 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

Tirion

  • Bay Watcher
    • View Profile

Well, as Yoren said:  “I never liked crossbows. Take too long to reload!”
Logged
"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

Jackledead

  • Bay Watcher
  • [BONECARN]
    • View Profile

You are not alone Tomi, normals bows do the same thing, it sort of makes up for the power of these weapons, but i still think it is unfair. Me and that axeman should get the same amount of attacks, especially since my agility is superior.
Logged
Battle Axes.
Make you feel like a Lumberjack!

More like a Limberjack
-bitesh

RetSpline

  • Bay Watcher
    • View Profile

On my embark screen, I noticed that I could buy wheelbarrows made not only out of all woods and all metals, but also all stones. Seeing this, I decided to embark without any wheelbarrows or wood (I was embarking on a treeless biome). When I arrived I set up a Mason, Stonecutter, and Furniture Workshop, but I couldn't find the option to build a wheelbarrow anywhere. Was I just not looking hard enough, or can they not actually be made out of stone yet?

edit: Just genned a new world to play around with some new ideas. Went in to check the castes of my starting 7 so as to change my starting build accordingly. I have 5 Steel dwarves and 2 Jade dwarves  :o Unfortunately, I turned off Reveal All History during world generation so I can't load up legends to look into the matter, but I would guess that all the other castes just died off in this civilization? Or can dwarves give birth to children from other clans and I just happened to end up with a particularly fortuitous set?
« Last Edit: May 15, 2012, 12:29:00 pm by RetSpline »
Logged

TomiTapio

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

On my embark screen, I noticed that I could buy wheelbarrows made not only out of all woods and all metals, but also all stones. Seeing this, I decided to embark without any wheelbarrows or wood (I was embarking on a treeless biome). When I arrived I set up a Mason, Stonecutter, and Furniture Workshop, but I couldn't find the option to build a wheelbarrow anywhere. Was I just not looking hard enough, or can they not actually be made out of stone yet?
Can not make them of stone. Wood and metal only. Make them at the carpenter shop out of wood.

Castes are random, any momma dwarf can have any caste offspring. You just got a mad die roll with 5 steelers.

How are y'all feeling about your coke and antracite veins, if you have any? Too much coal from smelter reactions perhaps?
« Last Edit: May 15, 2012, 01:35:22 pm 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
Pages: 1 ... 616 617 [618] 619 620 ... 642