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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1245445 times)

TomiTapio

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Well Deon,well done to you for starting it off and well done to TomiTapio for updating it. I take of my hat to the both of you. As masterwork is being redone at the moment, i decided to give this mod a go and it is very fun indeed.
Thanks! This mod has roots way back, in Deon's "DF Complete". Trying to keep the spirit of vanilla, but add lots of stuff. Mmmm birch trees... *removes all French words from prepared meals*
The only one glitch i have seen is in my current fortress, the dwarves are not taking food to the food stockpiles, so i have had to get the dwarve to 'dump' them into the food stockpiles. Otherwise everything else seems to be working great.
some wild mushrooms are inedible on purpose, so dorf gatherers gather useless stuff too :-) maybe the thingies make blueshroom dye instead.
Anyone else seen food oddities? I didn't encounter any food problems when I rolled short-lived forts.
« Last Edit: April 14, 2015, 11:42:40 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

TomiTapio

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Time to add more animal and monster vocalization-texts into adventure mode. Giraffe says what?
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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

Ant

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I think it was something like "mah-hwoog". Or was it the tapir?
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TomiTapio

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So I run many test adventurers, and whatever animals they encounter, I add vocalizaitions / activity noises to them. And remove "you smell <name of fish / bird> on the wind" illogicalities.

Today tuning the civilized creatures' smells and skills. Dorf and human nose bad, elf and scavenger nose sensitive.
Adventurer spoilers:

[CREATURE:NORD]
   [DESCRIPTION:The Nord humans often settle in cold and inhospitable regions. They are known for their mighty stature and strong spirit. They brew the finest mead and they appreciate beards.]
   [NAME:nord:nords:nord]
   [CASTE_NAME:nord:nords:nord]
   [CREATURE_TILE:'N'][COLOR:7:0:1]
   [CREATURE_SOLDIER_TILE:165]
   [INTELLIGENT][CANOPENDOORS]
   [VIEWRANGE:30] 2 better than keeper
   [ODOR_LEVEL:62] -less smelly than orcs. 50 default
   [SMELL_TRIGGER:55] skill: 1 is best, 50 is default.
   [NATURAL_SKILL:TRACKING:2]
   [NATURAL_SKILL:DISCIPLINE:2] to fix cowardice
   [NATURAL_SKILL:MELEE_COMBAT:2]
   [NATURAL_SKILL:GRASP_STRIKE:3]
   [NATURAL_SKILL:WRITING:1]
   [NATURAL_SKILL:INTIMIDATION:2]
   [NATURAL_SKILL:ORGANIZATION:2] disorganized die in the cold
   [NATURAL_SKILL:JUDGING_INTENT:4]
   [NATURAL_SKILL:SWIMMING:2] kids are taught, because thin ice dangers
   [NATURAL_SKILL:SPEAR:2] spear-fishing tradition
   
   --NOFEAR]
   [PREFSTRING:adventurousness]
   [PREFSTRING:traditional ways]
   [PREFSTRING:fine axes]

   --sounds.. loudness/distance (squares), commonness (1000 for alarm, 10k peaceful).
   [SOUND:ALERT:50:1200:VOCALIZATION:shout:shouts:a warcry]
   [SOUND:PEACEFUL_INTERMITTENT:45:80000:VOCALIZATION:shout:shouts:a harsh shout] --very rare but long-distance
   [SOUND:PEACEFUL_INTERMITTENT:25:180000:VOCALIZATION:ponder the futility of it all:looks very sad:insane gibbering in the distance] --very rare
   [SOUND:PEACEFUL_INTERMITTENT:20:27000:VOCALIZATION:sneeze:sneezes:a sneeze]
   [SOUND:PEACEFUL_INTERMITTENT:7:25000:VOCALIZATION:burp:burps:a manly long burp]
   [SOUND:PEACEFUL_INTERMITTENT:7:18000:VOCALIZATION:spit:spits:somebody spitting]
   [SOUND:PEACEFUL_INTERMITTENT:15:9500:VOCALIZATION:talk:talks:Nords' conversation]
   [SOUND:PEACEFUL_INTERMITTENT:13:24000:VOCALIZATION:pray:prays:a Nord prayer]
   [SOUND:PEACEFUL_INTERMITTENT:4:16000:VOCALIZATION:sigh:sighs:a sigh] --shortest distance/loudness
   [SOUND:PEACEFUL_INTERMITTENT:16:17000:VOCALIZATION:swear:swears:somebody swearing]
   [SOUND:PEACEFUL_INTERMITTENT:11:19000:VOCALIZATION:mutter:mutters:somebody muttering]
   [SOUND:PEACEFUL_INTERMITTENT:8:18000:VOCALIZATION:grunt:grunts:a Nord grunt]
   [SOUND:PEACEFUL_INTERMITTENT:6:15000:VOCALIZATION:cough:coughs:a quiet cough]

ps. Giraffes don't really vocalize. Viewrange boosted coz of height advantage.

Keeper:
Spoiler (click to show/hide)
Desert elves aka dunedwellers:
Spoiler (click to show/hide)
pps. Goblins get comedy and basic flattery. also leatherwork/bonecarve/forageherbs (Ogba no! not that yellow mushroom!)

ppps. Ents have more skills now. Things like this is why OldGenesis is better than vanilla.
Spoiler (click to show/hide)
Anyone fancy making an ENT FORTRESS? (there's no entity entry for them yet)
« Last Edit: April 27, 2015, 06:20:44 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

Meph

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I was thinking about a plant-based race, but playable, not just as invaders. ;) But the 40.x vanilla update came in between.
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TomiTapio

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-
Ok here's the latest version of OldGenesis, Ironhand only.
Will merge my April changes to Phoebus and ASCII when a new DF version comes.
https://dl.dropboxusercontent.com/u/8967397/DF40_24_OldGen_Ironhand_AprilAdvVer.zip

Much animal sounds and odorlevel tuning for adventurer mode.
Dwarf mode is only slightly affected (civ skills, animal occurrence frequencies)
Update notes:
Spoiler (click to show/hide)
Pro tip: if an animal doesn't vocalize in the real world, just have them make other sounds like "you hear branches breaking" "you hear grass rustling" "you hear underbrush noises" "you hear a crack."
« Last Edit: April 28, 2015, 07:16:34 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

mcolombe

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this mod is awesome, having started up a second fortress in a desert after finding my first fort to easy, i am having a lot of fun with it. I guess the one comical thing is, that in version 4.24, you hardly ever get invaded, which is a shame when you have a highly skilled standing army waiting to repel invaders.lol.
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TomiTapio

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I too haven't gotten much invader trouble. My forts are not very long-lived, (fps/boredom death at 120fps or 40citizens+30animals)
so I guess it's time to adjust the
   [PROGRESS_TRIGGER_PRODUCTION:2]
   [PROGRESS_TRIGGER_PROD_SIEGE:2]
   [PROGRESS_TRIGGER_POP_SIEGE:2]
of entities to make them evildoers come sooner.
Previous fort had "wildlife is mostly lone owl and lone eagle", crap hunting, crap combat training. So.. great horned owl frequency down, they exist in 7+ biomes.

ps. One fort season (100800 frame ticks) is: 67 minutes at 25 fps, 34 minutes at 50 fps, 17 minutes at 100 fps, 8.5 min at 200 fps.
« Last Edit: May 01, 2015, 04:45:43 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

TomiTapio

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Ironhand version is now on DFFD also, not just in my Dropbox.
Phoebus and ASCII versions should I do any day now. I guess next vanilla DF is 4-5 weeks away.

OldGenesis Ironhand: http://dffd.bay12games.com/file.php?id=10824
my uploads incl. Finnish language file: http://dffd.bay12games.com/who.php?id=1538
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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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OldGenesis gets a slight update, and it is now on DFFD:

Ironhand: http://dffd.bay12games.com/file.php?id=10824
Phoebus: http://dffd.bay12games.com/file.php?id=10832
ascii: http://dffd.bay12games.com/file.php?id=10831

mostly adventurer changes (smell levels, animal sounds).
Spoiler (click to show/hide)
« Last Edit: May 06, 2015, 01:20:56 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

mcolombe

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I have to say, i still think this is one of the top mods for dwarf fortress that exists. have you considered making a GUI for this mod, so you can specify max number of dwarves, turn of AQUIFIER, that kind of thing. just a thought? if it is to complicated, fair play.
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TomiTapio

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Thanks! I / we try to keep the spirit of vanilla DF, just add more civs and more workshops 'n stuff.

At one point, Deon had a launcher to configure Genesis. It didn't last for many months, I think.
I'm not planning to have a launcher or configuration helper.

What kinds of stuffs should civilized centaurs vocalize? Humans and orcs burp and sneeze and mutter and grunt.
So that adventurer can *hear* that this is a centaur village / centaur bandit group. I wonder if I have put any vocalization messages to the demon civ.
Edit: 9+3+10 downloads of latest OldGenesis, on DFFD.
« Last Edit: May 11, 2015, 04:09:49 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

mcolombe

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Also just wanted to say, well done on the latest update, i have started a new fortress and am looking forward ti being invaded more often. cheers.
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TomiTapio

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Edit Friday May 8th: working on...
- more kobolds, fewer scavengers and centaurs (population, age tuning).
- Dunedweller population down, and adjust their professions. Keepers pop down.
- orc, beastmen population up.
- _two more goblin civs_ (each with own creature entry): goblines and groblins. To get more SIEGES hopefully.
Edit: yay got a Gobline war squad. They killed 2 outdoor dorfs then left.
(11+4+11 DLs on DFFD so far; never could get statistics on Dropbox downloads)
(19+8+19 DLs on DFFD May 10th)


If anyone wants to test with the in-progress Ironhand raws (with 3 goblin civs), here they are: https://dl.dropboxusercontent.com/u/8967397/OldGen%20Ironhand%20latest%20raws.zip
just delete your current ironhand raws and put this folder there instead. And roll a new world.

Irrelevant picture of OldGenesis wood densities:
Spoiler (click to show/hide)

Altar of nature is hard to build!
Spoiler (click to show/hide)
The shaman rings bounce on the drum as the shaman bangs on the drum. Make lots of TOYS to get the shaman rings and lamps. (some workshops require oil lamps)
« Last Edit: May 11, 2015, 04:20:33 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

twwolfe

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SO, downloaded it, and it is not letting me gen a large region. all i did was lower mineral density from 2500 to 1000, and now every single reion comes up as rejected :(

any advice on how to gen a world?

edit: okay, now its saying theres a error from placing farming entity without orchard crops.
« Last Edit: May 11, 2015, 02:30:53 pm by twwolfe »
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There are dwarves that are nothing but useless sacrifices - Miners are not one of them.
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