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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241723 times)

TomiTapio

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Hmm, well then I might just see about tacking wanderers friend and blacksmith's friend onto your version. What would you say the smelting ingredients are for new alloys like red steel and white bronze?
White bronze is a real-world seawater-corrosion resistant alloy.  75:25 Copper:Nickel, see http://en.wikipedia.org/wiki/Cupronickel
Red Steel is magic, and made with: steel, bauxite, the high heat of magma. Not for adventurer I think.

Even non-warfare metals can be made into bolts and arrows, do I remember correctly? A great way to turn nickel, zinc and lead into fort-saving deadly hail of bolts instead of shitty furniture.
Yeah, that emerged from me playing with crossbow squads (try an outdoors-only fort! Hunt a million. More fps due to no tunnels.)
Ammo enabled are: billon, brass, pewters, nickel, tin, zinc, aluminum, electrum, rose gold, silvers.
« Last Edit: July 23, 2012, 07:50:59 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

GrizzlyAdamz

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Point taken with the red steel, but that means scavenged black steel would be the best stuff an adventurer could expect to forge. Dragon hearts instead of magma perhaps?
Heh, I could see the secret to smelting red steel and better being guarded much like necromancer secrets- with animated armor sentinels instead of necros/zombies.

Back on topic though: What are ilmenite & bauxite, and could there be replacements for them?
« Last Edit: July 24, 2012, 09:21:36 am by GrizzlyAdamz »
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TomiTapio

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Back on topic though: What are ilmenite & bauxite, and could there be replacements for them?
Quote
"Bauxite is an aluminium ore and is the main source of aluminium. This form of rock consists mostly of the minerals gibbsite Al(OH)3, boehmite γ-AlO(OH), and diaspore α-AlO(OH), in a mixture with the two iron oxides goethite and hematite, the clay mineral kaolinite, and small amounts of anatase TiO2.

"Ilmenite is a weakly magnetic titanium-iron oxide mineral which is iron-black or steel-gray. It is a crystalline iron titanium oxide (FeTiO3).
I guess if the adventurer had some steel, aluminum bars and magic reagent instead of bauxite...  no idea what magic thingy adventurer could find; no mining, no harvesting from caves-3. Right! Soulgem(renamed brain) that powers some of the non-organic monsters. I could add something wolfpack-like that has soul gems. Ideas?
I have the 50kg "bronze statue" already wandering some caves. (mountain, desert, caves) (benign+evil quite rare :( Deon limited it to niche "haunted" area so i don't encounter them anymore... Guess I'll duplicate it into a rare normal_normal area version. )

Guess no chance of adventurer picking up loose ilmenite stones from the outdoors.
Some magical heat source for forging? Flame gem from some semimegabeast... hmm. Radiation-flavour Horta? "Living rock, heated by a strange gem" sounds all right. Yeah, I feel like adding a made-of-stone outdoors creature.
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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

GrizzlyAdamz

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My apologies for my tardiness in replying.
Hmm, new type of boogeyman- gargoyle? Rarer/tougher.
You'd be walking a line between breaking it with difficulty and giving the PC a surplus.
Also, the bits that animated armor sets are butchered into could be of value-
While they'd be a good lore mat for the rare titanium, it doesn't match with the abundance of black steel in orcish empires;
Nowadays just march yourself into an orcish kingdom and you get all the black steel you'd ever need.

Heads up: I'm stealing the reaction files from those two mods I mentioned, wanderer's friend and its addon blacksmith's friend. I for one would very much like to see more adventure mode features, so you should get in contact with those authors, (if BS's is still online), and see what you can co-opt.
« Last Edit: July 27, 2012, 09:17:46 pm by GrizzlyAdamz »
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TomiTapio

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Hmm, new type of boogeyman- gargoyle? Rarer/tougher. You'd be walking a line between breaking it with difficulty and giving the PC a surplus.

Nowadays just march yourself into an orcish kingdom and you get all the black steel you'd ever need.
Oh, orcs have that much? I really don't adventure much in OldGenesis (or any other DF).

I hate boogeymen. Just adds a hoop of "must sleep in towns or a wolfpack of skill +4 gets you" to jump through.
So I roll worlds without night boogeymen    [BOGEYMAN_NUMBER:0]

Already have gargoyles and giant gargoyles; in evil any_land.
Just now I made
- new normal_normal creature: Living rock. "(Size 90, amorphous rock) A mass of living rock with four tentacles. It looks to be heated by a strange gem. It does not seem dangerous given its slow speed." In the desert, and tropical forest.
and I need to play some to test it... copied rock tissue code from gargoyles.

#protip: pasture animals near your surface entrance and in your caverns-grass-entrance. A little bit more safety for your dorfs. Watch out for the antman groups!

Unrelated image: Freezing forest, thaw is starting.
Spoiler (click to show/hide)
Note the yellow logs (value 2 fairwood) and rarer red logs (value 3 goodwood).

Edit2: Idea! Separate reactions "basic wood to charcoal" "furniture wood to charcoal" "elite wood to charcoal"! Less stockpile managing to "avoid burning best woods".
« Last Edit: July 28, 2012, 03:17:43 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

Jackledead

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Edit2: Idea! Separate reactions "basic wood to charcoal" "furniture wood to charcoal" "elite wood to charcoal"! Less stockpile managing to "avoid burning best woods".
Tomi, I really like that idea, please carry it out =D
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Battle Axes.
Make you feel like a Lumberjack!

More like a Limberjack
-bitesh

TomiTapio

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Implemented and tested :^) I like it too, set furnace on repeat burn-basic and let carpenter have all the good logs.
For Ironhand users who are in a hurry, http://dl.dropbox.com/u/8967397/Ironhand%20.11c%20inprogress%20raws.zip (of course roll a new world)

Still 1-7 days away a proper all three tilesets OldGenesis .11c release. There's about 27 items in the changelog.
What ten animals should get adventure mode soundmessages? I think I already gave sounds to Raptors and wolves.

Managed to crash the worldgen today. Unknown what caused.
Saw a "Skilled skilled" dorf skill in military positions assigning screen. Shearer with mining I think she was.
« Last Edit: July 28, 2012, 06:38:49 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

GrizzlyAdamz

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Quote
Oh, orcs have that much? I really don't adventure much in OldGenesis (or any other DF).

I hate boogeymen. Just adds a hoop of "must sleep in towns or a wolfpack of skill +4 gets you" to jump through.
So I roll worlds without night boogeymen    [BOGEYMAN_NUMBER:0]
Yep, half of all bandits and soldiers have one or two pieces, mainly weapons, but some armor as well.
At one point I realized the blacksteel weapons/armor I was leaving behind were the most valuable bits from the camps- my speed soon dropped to 400, and stayed there.

Couldn't agree more about the boogeymen , but they're the only buggers I knew of that are available everywhere and could account for strange magic orbs of radiation.
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Putnam

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Or you could get a companion >_>

GrizzlyAdamz

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Companions are kind of...not worth it. You lose them at every river crossing, have to wait for them to regain consciousness, they cause enemy encounters to be more numerous, steal your kills, determine the flow of battle, chase after and attempt to kill all wild animals....grabbing a retired badass adventurer fixes some of those, but they still have their issues and good luck finding them.
Deleting boogeymen and going solo is the best way to go.
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TomiTapio

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All right, I'm ready to release this .11c OldGenesis. (Deon's Genesis 4 is still in alpha and paused.)

Phoebus tiles: http://dl.dropbox.com/u/8967397/OldGenesis_3411c_Phoebus.zip
Ironhand tiles: http://dl.dropbox.com/u/8967397/OldGenesis_3411c_Ironhand.zip
ASCII flavour: http://dl.dropbox.com/u/8967397/OldGenesis_3411c_ASCII.zip


about 30 entries long changelog:
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

GrizzlyAdamz

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Thought I'd give some more feedback from ADV mode: those baldur monks? Sneaky little assassins of my adventurers- or if not them, my companions. Every few sites, one pops out 5 blocks away and breaks one of us- at least in 34.11b. No loot either, just 1 less companion.
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TomiTapio

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Thought I'd give some more feedback from ADV mode: those baldur monks? Sneaky little assassins of my adventurers- or if not them, my companions. Every few sites, one pops out 5 blocks away and breaks one of us- at least in 34.11b. No loot either, just 1 less companion.
Hmm... they should be rare at frequency:5, but I guess there are so few mobs tagged AMBUSHPREDATOR that the game might use them a little more often. I'll remove their NOPAIN and reduce their sneaking skill a little, they're not supposed to be that good at stealth. Maybe a few less biomes for them.

No loot - yeah, all three monks, plus Goblin Adventurer, are naked and unarmed because can't force clothes&armor on them even if put [EQUIPS] on them. They may pick up weapons from the ground.
« Last Edit: August 01, 2012, 03:13:26 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

GrizzlyAdamz

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Doh, hang on a sec, I don't think that was 34.11 that I was playing. Might be wasting your time here...lemme check.

-edit
yep scratch that, was playing the ooold version of genesis mod. My apologies for that.


-edit
Hey, heads up: I just started with a 'living rock leather backpack'


-edit
Upon further testing, monks are still quite plentiful in 34.11c, so I wasn't wasting your time in a sense.
« Last Edit: August 04, 2012, 02:15:02 pm by GrizzlyAdamz »
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Tirion

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Doh, hang on a sec, I don't think that was 34.11 that I was playing. Might be wasting your time here...lemme check.

-edit
yep scratch that, was playing the ooold version of genesis mod. My apologies for that.


-edit
Hey, heads up: I just started with a 'living rock leather backpack'

lol, looks like something should have no skin :P
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