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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1241726 times)

GrizzlyAdamz

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Hmm, say, what's the average size of a pain demon? 180,000?
-edit
also, 1. holy crap meteoric iron = steel. 2. Did you intend to have it called 'meteoric' instead of 'meteoric iron'?
« Last Edit: August 08, 2012, 01:05:24 am by GrizzlyAdamz »
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TomiTapio

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Hmm, say, what's the average size of a pain demon? 180,000?
also, 1. holy crap meteoric iron = steel. 2. Did you intend to have it called 'meteoric' instead of 'meteoric iron'?
demon of pain, male, speed 700, 200kg.
demon of lust, female, speed 700, 200kg. Two wings.
Both have bite dodge kick at level 3, and fighting at 5.

1. Meteor metal is relatively rare, and so much nicer than cobalt.
2. yeah, of course Deon chose "meteoric" instead of "meteoric low-grade steel"; long material names don't fit the interface, like bismuth bronze.

EDIT: Here's the upgraded Altar of Nature in action: It's slightly hard to build, N toys to get the rings, N-1 instruments to get a drum.
Spoiler (click to show/hide)

Thank you, Tomi! I will update the first post.
Cheers mate. I am still the "customer support" for this mod :^) And I began tuning back when this mod was called DF Complete.
Just finished seven days of the Dirt3 rally game, it was a library loan. Someday I'll need to learn how to draw steal new icons for the mods...

Edit3: dang, a Balor came and died in under one page of combat log. Black Steel Spear to the brain. Balor did zero attacks.
« Last Edit: August 08, 2012, 07:28:49 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

Deon

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How is this thread still afloat? :P I get a new job, start working during nights AND days, only sit at my PC to play some Space Station 13 and only dream about DF...

The answer is TOMITAPIO. Oh hell, I thought my mod is on the 8th page or something. Thank you, Tomi! I will update the first post.
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GrizzlyAdamz

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9393 on: August 08, 2012, 04:41:38 pm »

Not even low-grade, it's just steel.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Was somewhat surprised when it started cleaving through iron like butter, thought it was just a really really heavy mat or something. edit

Gotcha, but how does one determine [SIZE] as used by weapons and the like? I think I tried setting [TWO_HANDED] to 180000 and it worked, so no biggie, but I'm curious.
« Last Edit: August 08, 2012, 05:38:43 pm by GrizzlyAdamz »
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TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9394 on: August 08, 2012, 05:27:35 pm »

Gotcha, but how does one determine [SIZE] as used by weapons and the like? I think I tried setting [TWO_HANDED] to 180000 and it worked, so no biggie, but I'm curious.
Quote
[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]
[NAME:battle axe:battle axes]
[SIZE:700][SKILL:AXE]
[TWO_HANDED:47500] [MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:10000:2800:hack:hacks:NO_SUB:1250] etc.
Minimum size tells how big you need to be to use item at all. (think six meter pike and hobbit)
Once you're bigger than TWO_HANDED you can use it with one hand. That's how I see it.
Wiki on vanilla weapon sizes: http://dwarffortresswiki.org/index.php/Weapon#Size   whaaaaat, dorfs vary in size that much?

ps. Clearing out some old stuff from my Dropbox share...
Spoiler (click to show/hide)
pps. fuck whips, because all blunt is set to go through armor.

Next release's changelog so far:
Spoiler (click to show/hide)

--------------------------------------------------
Yar I know, but how the heck do you find out how big something is? You said demons were 3x the weight of the average dorf, (yeah, I thought that (variance) was wierd too), so I figured size could be correlated and set it appropriately. But how do you know for certain? What's size based on? Height/weight, but how do you find out what those are?!
You look at a creature's raws, its
Quote
   [BODY_SIZE:2:0:200000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
The modifiers cause the tallness and wideness variance... and in-game you can not see the SIZE (volume, but we think in kilograms) of a creature.
But can see its corpse's weight when it's dead. So... start weighing your dead dwarves!
« Last Edit: August 08, 2012, 05:47:57 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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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9395 on: August 08, 2012, 05:37:57 pm »

Yar I know, but how the heck do you find out how big something is? You said demons were 3x the weight of the average dorf, (yeah, I thought that (variance) was wierd too), so I figured size could be correlated and set it appropriately. But how do you know for certain? What's size based on? Height/weight, but how do you find out what those are?!

-edit
gah, civilized_creatures eh? Was looking through subteranean/entities and such, couldn't find them. thank you kindly.

Quote
- picks are now much worse as weapons. Use a weapon.
Hey it's not their fault they make for a good weapon. DF might not be able to model weapon properties well, (swing speed & range come to mind), but in the current system the mining pick is modeled faithfully. It ends in a point, has a capacity for enormous penetration and not only is it heavy, but it's all focused at the end of the haft. If you change it's properties, you won't be modelling a mining pick anymore- less penetration, lower velocity mult, and you've got a balanced nailbat, not a mining pick.
« Last Edit: August 08, 2012, 07:43:04 pm by GrizzlyAdamz »
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Putnam

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9396 on: August 09, 2012, 11:59:58 am »

"Meteoric"? Why not have it be named "meteoric steel" and have the adjective be "meteoric"?

So you have "Meteoric steel" that is turned into "meteoric ingots" and made into "meteoric (weapon/armor)"

[STATE_NAME:ALL_SOLID:meteoric steel]
[STATE_ADJ:ALL_SOLID:meteoric]

GrizzlyAdamz

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9397 on: August 09, 2012, 11:36:51 pm »

I'd have guessed that'd make it 'meteoric meteoric steel' myself. /shrug I tweaked/renamed it to orphium and called it a day. Also seems as if sun gold = steel as well, and moon steel does the same except lighter and with a better edge.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

were these originally placeholders so that other races could have flavor armor? nords with meteoric iron, elves with sun gold instead of steel, moon silver instead of colored steel, that kind of thing.
« Last Edit: August 09, 2012, 11:41:47 pm by GrizzlyAdamz »
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Putnam

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9398 on: August 09, 2012, 11:47:21 pm »

I'd have guessed that'd make it 'meteoric meteoric steel' myself.

No; the NAME doesn't appear in cases where the ADJ does (I.E items) and the ADJ doesn't appear where the NAME does.

TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9399 on: August 10, 2012, 04:43:12 am »

The meteoric metal has
[STATE_NAME_ADJ:ALL_SOLID:meteoric]
[STATE_NAME_ADJ:LIQUID:molten meteorite]
[STATE_NAME_ADJ:GAS:boiling meteorite]
and the ore has    [STATE_NAME_ADJ:ALL_SOLID:meteorite]. I guess I won't rename the ore. The soldiers themselves can pick from the stockpile which is better, iron, steel or meteoric.

Hey adventurers! Which wildlife should make sounds all the time, or when you are within 20/40/50 squares of it? (Let's pretend one square is two meters wide.)
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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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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9400 on: August 13, 2012, 07:57:36 am »

Progress report... recent changelog entries. Wood and crossbow stuff due to me having a 3x3 outdoors-only fort. Guess who had excess cages and ichor barrels from caravans.

- a Library now needs a lamp and chair too to build.
- added easily domesticated Fisher Marten, like a polecat: (Size 3.0-9.0, quadruped) A medium-sized weasel that hunts on the temperate forest floor. They are sexually dimorphic predators with males being substantially larger than females.
- no longer can make furnaces and smelters of goodwood (used to be fire-safe by accident)
- crossbows are a tiny bit better at shooting.
- crossbow skill xp down a little.
- new reactions at furniture shop: dismantle wooden cage, dismantle wooden barrel. Very handy if have bought loads of cages. (protip: melt imported metal cages for metal.)
- some furniture shop and grinder shop tuning.
- more Ent encounters.

- new positions: psychiatrist is now a Thoughtbearer, carries important thouhts to and from citizens. At 25 citizens Thoughtbearer becomes a Shaman. At 80 citizens Shaman becomes a Spirittalker. But is still mostly consoling grumpy dorfs.
- grand treasurer and hoardmaster now have higher population requirement. 110 and 180.

Edit: My word, a sylvan elf thief lasted TEN pages of combat log versus archer and a dog pile. That's a very durable cloak!
« Last Edit: August 13, 2012, 09:44:50 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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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9401 on: August 16, 2012, 02:05:34 am »

Was it mythskin? I like mythskin.

Only things that didn't come up in an evolutionary environment should make noises all the time- magical constructs, zombies, that kind of thing. Beware flooding the log though- (zombies)
Everything else should make noises to greater or lesser degrees- ambush predators less, for instance.

Hmm, my most recent adventurer started out in a region with a very high population of ents. They occupied a majority of caves, & ambushed along the roads. I found they were very dangerous with smashing things, but moved slowly & a moon silver axe to the lower body bisected them in short order- this with a large/strong demon.
Their population reminded me of my previous world, where the same thing was true of sea monsters.
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TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9402 on: August 16, 2012, 06:07:57 am »

No, not mythskin, just a figure of speech, cloaks as armor.
Seagulls can't help themselves, they shout when they see food -- helps the whole flock. Thus seagulls shout all days long in some areas.
Many male birds shout and shout their little lungs out, marking their territory with birdsong. Squirrels' alert sound is a small "tsik" hiccup, telling the predator "we've seen you, go away".

The question: to which animals should I add some sounds (a rustling in the bushes, the crack of a twig, soft footsteps on the breeze) that you adventurer types encounter often. Do the yaks not moo when you chase them?

Lots of ents eh? Good on you. (adds soundmessages to ents) (makes sea monsters again immobileonland)

This morning's test fort seems extra cool: glacier+mountain+frozenriver, with Black Marble(very rare for me!), lignite, marlstone (recently added), gneiss, rock salt(unlimited cooking ingredient and trade good). Put the hospital where the floor has rubies... OH ARMOK A YETI ATE A DORF THAT WAS SLEEPING IN A BED. Much later: oh... sphalerite. No water anywhere. Maybe time for a iceblock to bucket of water reaction. Water caves on -37.

Edit: here, read some improved Altar of Nature reactions.
Spoiler (click to show/hide)

Edit2: did you know, that when you abandon fort (giant rat, ratmen, unhappiness, build on wrong side of wall), leaving a berserk dorf behind, then reclaim... that berserk fool ambushes you!

Just an idea: maybe now that stone drop rates are so nerfed, stonecrafting xp should be raised back to normal.
Hmm.. yea maybe put that xp upwards a bit. But stone is still pretty much unlimited ingredient compared to wood and leather.
« Last Edit: August 16, 2012, 03:15:15 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

Tirion

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9403 on: August 16, 2012, 09:53:02 am »

Just an idea: maybe now that stone drop rates are so nerfed, stonecrafting xp should be raised back to normal.
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TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c OldGenesis ϟ] - TomiTapio's update
« Reply #9404 on: August 18, 2012, 07:36:25 am »

BAH! Today's test fortress crashed. Didn't even find ANY metals.

Ohwell, here's textmeows from the OldGenesis changelog:
Quote
- some more animals to have suede instead of thick leather. Rule of thumb: predators don't need a thick hide to protect from predators.

- new positions: psychiatrist is now a Thoughtbearer, carries important thouhts to and from citizens. At 25 citizens Thoughtbearer becomes a Shaman. At 80 citizens Shaman becomes a Spirittalker. But is still mostly consoling grumpy dorfs.
- grand treasurer and hoardmaster now have higher population requirement.  110 and 180.
- medical positions are now "beard doctor" followed by "bone-fixer" at 65 population. Ain't got no "chief commerce dwarf" and "chief beancounter dwarf" titles.

- new reactions at furniture shop: dismantle wooden cage, dismantle wooden barrel. Very handy if have bought loads of cages. (protip: melt imported metal cages for metal.)
- some furniture shop and grinder shop tuning.

- new reaction at nature altar: make ice boulders using nether-cap(the magically cold wood) and air moisture. Also, altar now gives fungi-type wood, not outdoors wood.
- swimming pool: reaction "add ice". For flavour.
- added "melt ice boulders" and "press water from [seven] plants" at the screw press, thanks to Malecus for those.

- new: [BODY_DETAIL_PLAN:FURMAMMAL_MATERIALS] --for mammals that yield luxury fur.
- furs are like suede leather, but 4x value. Crap as armor. Assigned to most of the animals that furcanada-dot-com listed for sale.
TODO weapon metal mechanisms. coarse iron blunts. ammo-metal staff?   

Edit: yay, the Thunderbird boosting worked! Lost 8 dorfs (in bone armor) to it.
Edit2: searched for which African mammals give luxury fur. Found a decent list http://www.animalport.com/Animals-In-Danger.html and hmm, OldGenesis doesn't have Zebras!
7 wooden bolts to kill a walking Kakapo parrot, 22 bolts terminates a goblin thief. (Kakapo's 7 seen on FOUR different hunts, so it's accurate)
« Last Edit: August 20, 2012, 08:13:17 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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